Feedback
I once saw somebody describe combat in Tunnels and Trolls thusly (more or less):
Essentially, the highly abstract nature of T&T combat allows it to provide more immediately understandable feedback.( Read more... )
Each side gathers up a bunch of dice, rolls them, and compares them to each other. After a couple rounds of this, hopefully you see the monsters' side is taking damage; their dice pool is decreasing, the advantage is comfortably on your side, everything is good. But if the monsters aren't taking hits, that's a sign that you need to be doing more. Start busting out the fictional positioning, start spitting out those stunts, etc... That's when combat gets nervous and tactical, or maybe you even decide to retreat.
Essentially, the highly abstract nature of T&T combat allows it to provide more immediately understandable feedback.( Read more... )