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[New Column] Playing God - Houseruling & System Hacking
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<blockquote data-quote="Balesir" data-source="post: 6033871" data-attributes="member: 27160"><p>In 4e you can do some "shoving about" and defensive stuff with the right power selection, but it really only covers part of the ground. In general, though, I haven't seen a system that really does justice to the usefulness of a shield.</p><p></p><p>Good question. In D&D the answer is that I wouldn't; D&D for me is not about combat simulation, it's about a fun and interesting game that evokes the feel of heroic/fantasy/movie action and effects. As long as the evoked images aren't totally cheesy and the decisions to be made in-game are real and interesting, job done as far as I'm concerned.</p><p></p><p>For systems that set out to evoke strong "realistic" vibes it's more tricky. I would probably start with something like GURPS or HârnMaster and make use of the HM "tactical advantage" concept - basically, success in one move can retain initiative and give the attacker a "free move"; conversely failure can give the defender a "free move". The system is still a bit too "you go - I go" and doesn't handle "tempo" all that well, but it's a better starting point than effectively non-simulationist mechanisms, I think. Part of the trick might be abstracting the detailed action - systems to account for the position of each limb tend to just add mess without real payback - and formulate the skill check levels appropriately.</p><p></p><p>Short answer - I dunno! <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /></p></blockquote><p></p>
[QUOTE="Balesir, post: 6033871, member: 27160"] In 4e you can do some "shoving about" and defensive stuff with the right power selection, but it really only covers part of the ground. In general, though, I haven't seen a system that really does justice to the usefulness of a shield. Good question. In D&D the answer is that I wouldn't; D&D for me is not about combat simulation, it's about a fun and interesting game that evokes the feel of heroic/fantasy/movie action and effects. As long as the evoked images aren't totally cheesy and the decisions to be made in-game are real and interesting, job done as far as I'm concerned. For systems that set out to evoke strong "realistic" vibes it's more tricky. I would probably start with something like GURPS or HârnMaster and make use of the HM "tactical advantage" concept - basically, success in one move can retain initiative and give the attacker a "free move"; conversely failure can give the defender a "free move". The system is still a bit too "you go - I go" and doesn't handle "tempo" all that well, but it's a better starting point than effectively non-simulationist mechanisms, I think. Part of the trick might be abstracting the detailed action - systems to account for the position of each limb tend to just add mess without real payback - and formulate the skill check levels appropriately. Short answer - I dunno! :lol: [/QUOTE]
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