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Seeking examples of Asymmetric Combat design
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Does anyone have good examples of Asymmetric Combat in RPGs? Games where the players, and NPCs play by significantly different rules. I'm experimenting with asymmetry in a project at the moment: specifically I am thinking about NPCs having a single resource which represents both their ability to take harm, and use especially monstrous abilities.

This particular asymmetry assumes that NPCs are usually going to be defeated by the players: after they run out of their resource they will surrender or flee if they don't believe they will "win" a combat, and they can be taken down the next time they are wounded. This means NPCs can go ham with their abilities, or try and last longer in the fight.

I'm keen to hear any good examples of combat assymetry, or thoughts about what the ramifications would be of an assymetry like the one described! Cheers in advance:)

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There's loads of examples - to be honest, I'd be hard-pressed to find an example of a game where NPCs play by the same rules as PCs - but one fun one is Dragonbane. PCs and humanoid NPCs do the traditional roll-to-hit and roll-for-damage thing, but monsters have their own rules. Each has a custom table of attacks, and you roll on the table to see what they do each round, with each attack automatically hitting.

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3 months ago