So, I am going to talk about systems where combat is more 'atomic' and more blow-by-blow, but I think you'll easily see where the use is for systems with a more summarizing, gestalt view.
- can be time-consuming
- can be complex
What I am not going to do is talk about how to minimize these things. Let's lean into strengths!
- real peaks and valleys create intense highs
- achieving system mastery can feel really good
- good systems allow you to be very expressive in approaches to fight
It's fine to not like atomic combat engines! I am not trying to convince you. Any system in a TTRPG is basically a contract that says " I want to spend X time talking about Y thing".
If you don't want to talk about combat in detail, I feel you.
I wanna talk about "fight feel" - how a a TTRPG combat flows and sits in your mind.
Sure!
In TTRPG, fight feel describes how the narrative of the fight fits with the participant. It is the mood and tension and excitement of the fight.
What happens in atomic combat is going through the process we tend to lose track of emotions and stakes.
It feels...pretty bad.
What if we create narrative out of that situation?
Rather than an isolated swing, what if the miss becomes the first part of a situation?
"You try to hit, but your opponent seems familiar with your style; they are reading you like an open book with a large font."
You might miss over a few rounds, describing your PC's frustration growing...
Suddenly you switch up styles...
"I have something to confess...I am not actually left-handed."
You switch hands and land a your first blow.
...or any number of different narratives you want.
Not random generation tables..."Tables" are how I think about the type of terrain I like to use in fights.
A table in a fight scene is simple, but it is symmetrical, and can be used by combatants in a lot of ways.
Have at least one "table" in a fight.
A) overcome obstacles that make them inefficient
B) be expressive without penalizing then for it.
Your tables also then create moments that become situations that become narrative.
Embrace the moments of your fight and create situations that they can fit into. The events of the combat will create an overall narrative that you and the players can express and detail.
Before folks tell me about games where the system is focused on positioning (hello PbtA/FitD!)...
I see them, I love them...but this is a technique thread more than it is a system thread. You can use a lot of this in those systems.