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Grand Unified Theory: Modos RPG revision 1.3 thread
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<blockquote data-quote="GMMichael" data-source="post: 6409249" data-attributes="member: 6685730"><p><strong>Combat design question</strong></p><p></p><p>Positions in combat are abstracted in order to speed play and facilitate gridless combat. They are called "postures" to help divorce the idea of specific location (position) from each condition.</p><p></p><p>Final Fantasy, as the original inspiration for this combat system, dictates that being in offensive posture allows you to deal better damage with close-quarters weapons, and that defensive posture protects you from CQW. My original plan to emulate this was to apply a 50% damage reduction for attacks reaching beyond their effective range, e.g. a sword deals half of what it normally would if attacking defensive posture from offensive posture.</p><p></p><p>While this speeds up combat (similar to the purpose of an Escalation Die), it presents the following problem: if a wizard is 50 feet away tossing arcane blasts, a savage warrior can still deal 50% damage to the wizard with his axe.</p><p></p><p>My first solution is to offer full protection for being in non-offensive posture, but this will 1) slow down combat by protecting PC health, 2)simplify the wizard's tactics, and 3) force the issue of maneuver as a means of overcoming the wizard's protection.</p><p></p><p>What to do?</p><p></p><p>Additional notes:</p><p>[sblock]The defensive posture is being rewritten as more of a privilege than a right. IF conditions exist to stay out of spear-range, then defensive posture is available. Flanking posture is the current solution to attacking defensive enemies, and is another privilege. IF there is the potential to maneuver closer to a defensive enemy, then flanking posture can be taken. Flanking posture will act as an anti-posture: it is offensive to defensive enemies, and defensive to offensive enemies.[/sblock]</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6409249, member: 6685730"] [b]Combat design question[/b] Positions in combat are abstracted in order to speed play and facilitate gridless combat. They are called "postures" to help divorce the idea of specific location (position) from each condition. Final Fantasy, as the original inspiration for this combat system, dictates that being in offensive posture allows you to deal better damage with close-quarters weapons, and that defensive posture protects you from CQW. My original plan to emulate this was to apply a 50% damage reduction for attacks reaching beyond their effective range, e.g. a sword deals half of what it normally would if attacking defensive posture from offensive posture. While this speeds up combat (similar to the purpose of an Escalation Die), it presents the following problem: if a wizard is 50 feet away tossing arcane blasts, a savage warrior can still deal 50% damage to the wizard with his axe. My first solution is to offer full protection for being in non-offensive posture, but this will 1) slow down combat by protecting PC health, 2)simplify the wizard's tactics, and 3) force the issue of maneuver as a means of overcoming the wizard's protection. What to do? Additional notes: [sblock]The defensive posture is being rewritten as more of a privilege than a right. IF conditions exist to stay out of spear-range, then defensive posture is available. Flanking posture is the current solution to attacking defensive enemies, and is another privilege. IF there is the potential to maneuver closer to a defensive enemy, then flanking posture can be taken. Flanking posture will act as an anti-posture: it is offensive to defensive enemies, and defensive to offensive enemies.[/sblock] [/QUOTE]
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