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Anyone tried Narrative Combat?
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<blockquote data-quote="skalvar" data-source="post: 2735482" data-attributes="member: 25815"><p>Jezter6,</p><p></p><p>Good questions. Let's see if I can answer them without going off the deep end.</p><p></p><p>RE: Managable Numbers</p><p>Well, you can certainly use the system for small fights. We give an example of a duel where grace and wit matter as much as courage and steel. That said a small but important fight with strictly tactical goals may well resolve more effectively under standard d20 combat. It delibrately highlights each action which by default gives you that "blow by blow" detail common to climatic moments. </p><p></p><p>RE: Damage Incoming</p><p>In standard d20 there isn't much you can do to stop damage from piling up. You just have to hope the dice (or the GM) turn in your favor. In NC you have the option to not only negate damage but to "pull" it from one participant to another using the defensive stance. Thus barsoomcore's description of the "meat shields" protecting the casters; characters with high hit points have the option to pull dice of damage from their allies to themselves. It hurts but when you have triple the hit point of your fragile friend it might make sense.</p><p></p><p>As far as unpredictable turns, we use dice of damage not pre-established values. You can still get those rounds where you don't take much (or any depending on your own abilities/events/character choices) damage and rounds where you just get hammered into the ground by three dice rolling their maximums.</p><p></p><p>RE: Railroading</p><p>Railroading is always possible, in any system or game. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>In NC every player has choices to make each round. More importantly, every choice matters. I haven't gone into the action system in this thread at all. If you like I can cut and paste an example of it from an answer I gave on the Adamant forum. Alternately you can just check it out there. I'm keeping a log of questions and answers to add to the FAQ.</p><p></p><p>I'd also like to address another point. Ebb and flow do not come from dice but from choice and interaction. This is as true in NC as it is in standard d20 combat. If it wasn't (and it wasn't in the first iteration) I would have scrapped the project before it got to print.</p><p></p><p>I hope that provides clarity rather than confusion.</p><p></p><p>Shannon</p><p></p><p>P.S. Oh, and do you mind if I add your questions to the list?</p></blockquote><p></p>
[QUOTE="skalvar, post: 2735482, member: 25815"] Jezter6, Good questions. Let's see if I can answer them without going off the deep end. RE: Managable Numbers Well, you can certainly use the system for small fights. We give an example of a duel where grace and wit matter as much as courage and steel. That said a small but important fight with strictly tactical goals may well resolve more effectively under standard d20 combat. It delibrately highlights each action which by default gives you that "blow by blow" detail common to climatic moments. RE: Damage Incoming In standard d20 there isn't much you can do to stop damage from piling up. You just have to hope the dice (or the GM) turn in your favor. In NC you have the option to not only negate damage but to "pull" it from one participant to another using the defensive stance. Thus barsoomcore's description of the "meat shields" protecting the casters; characters with high hit points have the option to pull dice of damage from their allies to themselves. It hurts but when you have triple the hit point of your fragile friend it might make sense. As far as unpredictable turns, we use dice of damage not pre-established values. You can still get those rounds where you don't take much (or any depending on your own abilities/events/character choices) damage and rounds where you just get hammered into the ground by three dice rolling their maximums. RE: Railroading Railroading is always possible, in any system or game. ;) In NC every player has choices to make each round. More importantly, every choice matters. I haven't gone into the action system in this thread at all. If you like I can cut and paste an example of it from an answer I gave on the Adamant forum. Alternately you can just check it out there. I'm keeping a log of questions and answers to add to the FAQ. I'd also like to address another point. Ebb and flow do not come from dice but from choice and interaction. This is as true in NC as it is in standard d20 combat. If it wasn't (and it wasn't in the first iteration) I would have scrapped the project before it got to print. I hope that provides clarity rather than confusion. Shannon P.S. Oh, and do you mind if I add your questions to the list? [/QUOTE]
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