More on Combat as Chess
I think I have more to say on the idea of combat as chess. I brought it up in this post , but it was one example of the potential detail of a fictional world (a theme I would like to revisit, at some point). But I want to expand on the idea, and why to do it. What is combat as chess? It's combat where you can make informed, player skill-based decisions in combat. That means the players know everything they need to make a plan: how far away are the enemies? How many? What are their strengths and weaknesses? The players have the opportunity to brainstorm and attempt a plan entirely of their choosing. It necessitates an open-information policy by the referee. You can't know if it's worth getting hit if you don't know how hard the enemy hits. Suspense is nice in a game, but if your character's life is on the line, making an informed decision can save you the pain of rolling a new one. The goal here is cost-benefit analysis: How can I make an optimal decision, given that