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WN Weaver's avatar

Actually I’ve often thought that the cumbersome nature of the Champions combat system (12 segment turns with PCs getting multiple actions per turn, extremely tactical, lots of choices (powers), superpowered characters that may often avoid damage or soak it) can actually work to discourage combat and encourage role play as sometimes players (or GMs) don’t feel like spending the entire rest of the game session in combat and would rather play in character to get things done via noncombat roleplaying, investigations etc.

Sophie M.'s avatar

It feels like board games do not really compare to role-playing games, since in roleplay there are usually more rules and many (especially older systems) operate under the assumption that new rules will be made upon the fly during play. And having played my fair share of rather voluminous systems, I can say there are plenty of people, even those who run the system that have not all rules down. Especially if a system has multiple editions, then I can guarantee that people will discover some rules changes only after years of playing it. It is the wild west out there in roleplay land!

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