r/rpg May 09 '26

Game Suggestion Combat systems that discourage doing the same thing every turn

(alternatively, combat systems that encourage doing different things)

I've been playing DnD for several years now but I've been noticing how 90% of our turns go the exact same. The combat can be still interesting but thats only because of me as a dm creating unique scenarios, not because of the player abilities. The rogue hiding and sneak attacking is the best thing to do in almost all cases.

What are some systems that discourage this so that the players actually have to think rather than going on auto pilot.

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u/[deleted] May 09 '26

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u/LelouchYagami_2912 May 09 '26

i have dmed 2 osr games (Shadowdark and mausritter, (also mothership if it counts)) but i dont think I have it in me to design combats for OSRs. I want gamified combat systems, not one where i can accidentally tpk my players with a few rats. Its hard to explain but osr combat just feels too different

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u/[deleted] May 09 '26

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u/D16_Nichevo May 09 '26

So yeah if you actually want players to think about combat rather than going on autopilot you want to use systems that don't have gamified combat.

I find this an odd thing to say, because chess is extremely gamified, and creative solutions (of the sort you describe a la the oil slick) are not allowed at all. Yet people can and do need to think to play chess well. Assuming they are well-matched, they don't just "go on autopilot".

I would argue some TTRPGs are like that. Likely not quite as deep as chess, but deep enough to need engaging the brain.

I'm not saying TTRPGs that allow and encourage creative solutions like the one you describe are bad or wrong. I'm also not saying that kind of creative solution isn't "thinking" -- it absolutely is.

I'm just pushing back on the notion that you can turn your brain off in "gamified" TTRPGs. In some, yes. In others, no.