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Best game for God of War-esque action?
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<blockquote data-quote="Celebrim" data-source="post: 3414450" data-attributes="member: 4937"><p>The problem with this is that it isn't a proposition. It's a <em>goal</em>. Not only is it a goal, but its a whole series of goals each of which would have to have a separate proposition and resolution. You aren't describing from a player perspective what you want to do; you are describing what you want to achieve as a result. And because what you want is so specific, any detailed combat system which would distinguish mechanically between those goals and any other goals would require 50 dice rolls with a tone of modifiers. </p><p></p><p>You could achieve that in Amber quite nicely, though. Your combat skill is much higher than the minotaurs, so script whatever story you feel is appropriate. But, I don't think that's really what you are looking for. </p><p></p><p></p><p></p><p>The problem with this description is that it is a proposition in game space, not in the imaginary space in which the game is supposed to be taking place. It would be considered very poor form at my table to present your proposition entirely in such metagame language. The reason that it is boring is primarily the language you are using. In a detailed system should be making a series of in game propositions:</p><p></p><p>1) "Kratos grabs the minotaur" (resolve action and get ref feedback) "...The minotaur howls in rage as you pull it up to your chest."</p><p>2) "I heave the creature up over my head." (resolve action and get ref feedback) "...The beast howls in terror and confusion as you lift over your massive shoulders"</p><p>3) "I try to snap the creature in two." (resolve action and get ref feedback) "...the minotaurs spine breaks with a satisfying snap."</p><p>4) "I use they minotaurs body as a weapon against the advancing undead horde." (resolve action and get ref feedback) "...undead warriors are smashed back by the whirling bulk"</p><p>5) "I throw the minotaur at the gorgon"...</p><p></p><p>And so forth. You should immediately see the problem. Since the conflict resolution is dice based, even if we can emmulate the action to a close degree, it won't have the snappy, adrenalyn charging, ego boosting effect of doing it in near real time. </p><p></p><p>I got to tell you, if you are looking for ego boosting games that let you feed on rage and the illusion of accomplishment, pen and paper games just aren't even going to come close to computer games.</p><p></p><p>As for not being able to sunder natural weapons, if you want to sunder natural weapons it should be no problem to introduce that as a house rule into whatever system you want. But since you want to sunder natural weapons AND you also don't want gritty, realistic, dangerous combat - you want to have your ego boosted by the wicked damage you are doing - you should simple state that the PC is not an NPC. He should get a special 'I'm practically a god. Did I say practically, I meant I am a god... no BETTER than a god." package that means the PC can do things that can't be done to him in return.</p><p></p><p>All the rest is just a matter of relative scale.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 3414450, member: 4937"] The problem with this is that it isn't a proposition. It's a [I]goal[/I]. Not only is it a goal, but its a whole series of goals each of which would have to have a separate proposition and resolution. You aren't describing from a player perspective what you want to do; you are describing what you want to achieve as a result. And because what you want is so specific, any detailed combat system which would distinguish mechanically between those goals and any other goals would require 50 dice rolls with a tone of modifiers. You could achieve that in Amber quite nicely, though. Your combat skill is much higher than the minotaurs, so script whatever story you feel is appropriate. But, I don't think that's really what you are looking for. The problem with this description is that it is a proposition in game space, not in the imaginary space in which the game is supposed to be taking place. It would be considered very poor form at my table to present your proposition entirely in such metagame language. The reason that it is boring is primarily the language you are using. In a detailed system should be making a series of in game propositions: 1) "Kratos grabs the minotaur" (resolve action and get ref feedback) "...The minotaur howls in rage as you pull it up to your chest." 2) "I heave the creature up over my head." (resolve action and get ref feedback) "...The beast howls in terror and confusion as you lift over your massive shoulders" 3) "I try to snap the creature in two." (resolve action and get ref feedback) "...the minotaurs spine breaks with a satisfying snap." 4) "I use they minotaurs body as a weapon against the advancing undead horde." (resolve action and get ref feedback) "...undead warriors are smashed back by the whirling bulk" 5) "I throw the minotaur at the gorgon"... And so forth. You should immediately see the problem. Since the conflict resolution is dice based, even if we can emmulate the action to a close degree, it won't have the snappy, adrenalyn charging, ego boosting effect of doing it in near real time. I got to tell you, if you are looking for ego boosting games that let you feed on rage and the illusion of accomplishment, pen and paper games just aren't even going to come close to computer games. As for not being able to sunder natural weapons, if you want to sunder natural weapons it should be no problem to introduce that as a house rule into whatever system you want. But since you want to sunder natural weapons AND you also don't want gritty, realistic, dangerous combat - you want to have your ego boosted by the wicked damage you are doing - you should simple state that the PC is not an NPC. He should get a special 'I'm practically a god. Did I say practically, I meant I am a god... no BETTER than a god." package that means the PC can do things that can't be done to him in return. All the rest is just a matter of relative scale. [/QUOTE]
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