Counting coup in rpgs, it stems from an old tradition of the Native Americans. In roleplaying games it can be considered a different way to handle combat. It doesn’t always have to be ‘to the death’! What if a nonplayer character needs the party to do some bidding, yet they still need to convey their superiority to the not-so-humble player characters. Perhaps a duel is in order, but points are used. And there’s something to be said if a character in your rpg has inflicted multiple scars to that one nemesis in a way that bestows humiliation and dishonor upon that foe. How would you consider using counting coup to spice up your rpg combat encounters?
Latency in rpg combat occurs from time to time. Sure there are roleplaying games that have higher rates, or delays, in how combat is resolved. What causes this ‘latency’ we speak of? It could be that many players simply don’t know all the rules. Maybe there are too many rules to remember. How does a more tactical game, that often includes miniatures, handle latency? There are ways to mitigate latency in combat, which is something we talk about. It is also a two-way street. The GM has to be on their game and so do the players. How do you handle this in your game?
Critical hits and fumbles in tabletop roleplaying games, how do they enrich your game or can they be just plain silly? Some systems have critical hits and fumbles built into it. Most of us may have taken it upon ourselves to incorporate such a system into our house rules. Dungeon Crawl Classics make critical hits and fumbles dynamic with a few different tables, while Paizo has it’s critical hits card deck. We elaborate a bit on these mechanics and flavor text.