Do you have suggestions how to make combat more exciting?
Posted: Sun Apr 27, 2014 10:59 am
Hello everyone,
For the past 3 months or so, I'm running a Fading Suns campaign, using the rules of the revised edition. As I've mentioned before, I really like a lot of the changes that were made since the Revised 2nd ed.(I think?), specially around combat. The story is wonderful, and my party and I are having a great time with the game, so good job there
I would like to address a couple of issues we've had with the mechanics. First, one of the players play an Eskatonic Provost. During combat he resorts to using his church rites and spells. The problem is, the mechanics feels not engaging or not exciting enough for a spell caster in combat. I mean, in physical combat, there's a roll to be made against the target's defense, and then rolling of damage against armor, etc. Lots of rolling and uncertainty which leads to some excitement and some sort of deadly, edgy feeling I would say. This is pretty great, all in all. It almost completely lacks in spell casting. This turns out to be quite a downer for said player after a couple of rounds of combat. Do you have any suggestions about how to make it more interesting?
Second, we've had serious issues with shields in combat. We tried it a couple of times in melee, and the problem is that it was near impossible to cause damage, even when "holding the punches". Both combatants were pretty even in their abilities, so it took about 5-6 rounds till I made the NPCs disgracefully give up because the PCs "drew first blood". The combat became pretty sluggish very quickly, and it took way to long to get any result (i.e. some clear indication, at least, that some party in the fight is getting the upper hand in a manner that would justify the other party forfeiting). Personally I feel that the rules for shields fits very well when used in duels, but makes "real" fights feel really unbalanced and long.
We decided to simply leave shields out of this campaign. Do you have any better solution? Did anyone else experience shields as a hindrance? Also, do you think that removing shields from the game hurts the mechanic in a considerable way that we should reconsider?
By the way, we're playing a campaign across the Vuldrok borders, so not using shields kind of fits the story. We're not really interested in melee duels in this campaign.
Thanks!
For the past 3 months or so, I'm running a Fading Suns campaign, using the rules of the revised edition. As I've mentioned before, I really like a lot of the changes that were made since the Revised 2nd ed.(I think?), specially around combat. The story is wonderful, and my party and I are having a great time with the game, so good job there

I would like to address a couple of issues we've had with the mechanics. First, one of the players play an Eskatonic Provost. During combat he resorts to using his church rites and spells. The problem is, the mechanics feels not engaging or not exciting enough for a spell caster in combat. I mean, in physical combat, there's a roll to be made against the target's defense, and then rolling of damage against armor, etc. Lots of rolling and uncertainty which leads to some excitement and some sort of deadly, edgy feeling I would say. This is pretty great, all in all. It almost completely lacks in spell casting. This turns out to be quite a downer for said player after a couple of rounds of combat. Do you have any suggestions about how to make it more interesting?
Second, we've had serious issues with shields in combat. We tried it a couple of times in melee, and the problem is that it was near impossible to cause damage, even when "holding the punches". Both combatants were pretty even in their abilities, so it took about 5-6 rounds till I made the NPCs disgracefully give up because the PCs "drew first blood". The combat became pretty sluggish very quickly, and it took way to long to get any result (i.e. some clear indication, at least, that some party in the fight is getting the upper hand in a manner that would justify the other party forfeiting). Personally I feel that the rules for shields fits very well when used in duels, but makes "real" fights feel really unbalanced and long.
We decided to simply leave shields out of this campaign. Do you have any better solution? Did anyone else experience shields as a hindrance? Also, do you think that removing shields from the game hurts the mechanic in a considerable way that we should reconsider?
By the way, we're playing a campaign across the Vuldrok borders, so not using shields kind of fits the story. We're not really interested in melee duels in this campaign.
Thanks!