With the exception of diceless RPGs (remember that time you played a game using the Amber system? Remember how you never played a second game using the Amber system?), combat is probably what makes or breaks most RPGs.
People either loved or hated 3rd Edition D&D because the combat was so intricate. People either loved or hated 4th Edition D&D because the combat was so much like World of Warcraft:Tabletop Edition. While it’s very important to give a monologue, the monologue actually has to culminate in a buttkicking for it to truly matter. Whether it be a physical beatdown, social beatdown, or psychic beatdown, the point to setting them up is the knocking them down.
The Hero System is one of those systems that attempts to make a fight look like a fight would look like in a kid’s daydream about a superhero movie. The “turn” takes 12 seconds and that’s broken down into little one second increments and it’s your speed that determines how often you get to move in a turn. (The average person has a speed of 2. That means they would act twice in a turn (on rounds 6 and 12).) The problem is that speedsters have speeds of, say, 6. This means that they move about six times.in a turn while average folks move twice… which means that speedsters have about 3 times as much fun as everyone else in the zero-sum utopia that is combat.
This is something that I’d not much thought about until I started playing a speedster in our little local game at gamenight.
And so now I’m trying to figure out what would be the best way to hobble myself (within the confines of the game) to make the game more fun for everybody else, keep the game fun for me, and restore balance to the force.
Any GMs out there with stories from their tables?
So… what are you playing?