When I was growing up, I couldn't get enough sci-fi and fantasy. And the cheesier, the better. I remember many nights at my grandmother's house watching Troma movies until 4am. Most of the things that happened in these movies didn't make a damn bit of sense, but I loved them anyway. I'm not sure when it happened, but somewhere between then and now I found myself having more trouble suspending my disbelief when something goofy or unrealistic happens. (Which is kind of tragic, considering I'm a big Star Trek fan!)
I've played D&D a very long time, and for many years I never really gave a second thought to how combat worked. Then I read some passage in the 1st Edition PHB that talked about how a character's hit points reflect a character's toughness and experience in avoiding damage. I thought to myself, that's kinda silly. And doesn't Armor Class handle that sort of thing instead? This trend continued, and I began to notice more and more weird things that just didn't mesh right with how combat actually works.
It must really suck to be an assassin in D&D. Zero-level targets are fine, you can kill them in one shot and sneak off into the night. But to kill a high-level PC.... geez, they'd need 20 minutes and a quiver full of arrows with explosive tips. And for their target to be unconscious already. All this just by virtue of him having enough hitpoints to soak the damage of a single attack.
And come on -- SIX SECONDS for a combat round? Any idiot drunk enough to flail his arms can throw 10 to 12 seperate attacks in six seconds. But what do I know.... maybe that bar down the street is secretly training epic level fighters?
To Kill With One BlowAs we've mentioned on occasion here, all of us here at Stupid Ranger have some martial arts experience. This definitely does not help matters, because we have a lot more experience with hand to hand combat than the average joe. For YEARS, I've thought it silly that punches do nonlethal damage without the Improved Unarmed Combat feat. Sure, a trained person might have an easier time landing a punch, but that doesn't mean some 300lb angry redneck at a bar isn't going to push your off button with a big heymaker. A punch delivered by a skilled person causes a shockwave that can do all sorts of nasty stuff to one's internal organs. I don't doubt in the least that a hard enough punch to the head would kill a man, or at least cause him serious brain damage. (It's getting past that pesky armor class that's the problem.)
The nature of real combat is frequently that one hit does the job, especially if a weapon is involved. The blow might not kill the person outright, but a well-placed hit will end the fight (leaving the victor the option to coup-de-grace, if they so choose). This is what we're taught to do in self-defense, and even when we're sparring little weeny techniques are not counted. The Japanese term we use for this is
ikken hissatsu, which means "to kill with one blow".
I always thought it'd be completely awesome to have D&D or a videogame behave realistically in this way. That is, until I came across a game called
Bushido Blade on the Playstation back in 1997. This game was all about realistic samurai swordfighting. One hit usually killed your opponent, and if it did not, it injured them somehow. And by "injured", I don't mean "his hitpoints decreased". I mean "his leg doesn't work anymore" or "he lost an arm so he can't swing his sword". As you may have guessed, if you got injured, you were very lucky if you won the fight. And usually the fights lasted about 15 seconds -- 12 of which you spent approaching the opponent.
I thought it was completely amazing for the first half hour or so. Then I alternated between being really bored and impossibly frustrated (depending on how difficult my opponent was). And the matches were over so fast that it became a pain to start the game again and again. In short, it was an amazing idea on paper -- but the execution left much to be desired. Applied to D&D, realistic combat would mean (like Bushido Blade) very few hitpoints or keeping track of injuries and their corresponding effects. And
very short battles. And lots,
lots more character death -- which is really undesirable for a roleplayer (like me) who invests himself in a character.
CrashThe point of all this is, if combat was realistic in D&D it would be a vastly different beast than it is now. And I can't honestly say it would be more fun. Need another example?
I don't think D&D combat addresses the issue of adrenaline crashes at all. I can spar with Dante all night and usually we're tired but we can go an hour or more and be basically OK. A real battle is a lot different -- the body gives you a real nice hit of adrenaline which helps you out for a minute or so, and then you crash. HARD. While I haven't been in many street fights, tournaments are frequently scary enough to give a lot of competitors the adrenaline crash. You drag butt to the point where you can't breathe and you can't hit anything to save your life. In D&D terms, I would say a CON check or a Fort save is necessary every round or you start getting
fatigued.
Would it be fun to have your whole party panting and wheezing with large penalties to hit and saves during a long and protracted battle? Maybe, but I suspect not. The rules for combat have been balanced and they
work -- maybe not perfectly all the time, but they make for usually-just-long-enough epic battles. And you don't want some random halfling to sneak up and shiv your 18th level barbarian with his tiny dagger, rupturing his pancreas and killing him in one shot. That would
suck. However, if you're
playing an assassin -- here's hoping the DM sends you after a zero-level target or likes to waive the standard combat rules for the plot's sake.
Que Sera SeraAfter all this, I feel inclined to just suspend my disbelief for awhile, accept that the way the world works in D&D in a little different, and let combat happen. (At least, until my character dies and my rules lawyer decides to start issuing subpoenas!)
Labels: combat, rpgbloggers, Vanir