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With Respect to the Door and Expectations....The REAL Reason 5e Can't Unite the Base
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<blockquote data-quote="Balesir" data-source="post: 6002387" data-attributes="member: 27160"><p>From a long post with interesting thoughts, but I'm going to comment on this bit from two respects.</p><p></p><p>First is that "I make a melee attack" no more defines an attack explicitly to me than "Come and Get It" does. Making any sort of weapon attack is a skill that involves learned moves, psychological manipulation of your enemy and selection of an attack that suits the stance and actions (i.e. your observations of the habits and capabilities) of your enemy. "Come and Get It" at least says a little about the sphere of techniques you might be aiming to employ.</p><p></p><p>Second is that this speaks, once again, to the reluctance to treat "fighting" as a skill that I spoke of earlier. Armed combat really does not consist of making clumsy, uncoordinated "swings" with your (clumsy, heavy) weapon at a dim and unresponsive enemy. It is a skill that demands instantaneous selection of techniques and moves that are appropriate to the situation at hand and your intentions and aims in the combat. Age-old concepts such as "tempo" and biodynamic principles (i.e. what a body is capable of and what it isn't) dictate a moving, dangerous dance - a "lethal ballet" - in which wits and speed are as important as training and strength.</p><p></p><p>If, as I begin to suspect, the demands of "association" and "immersion" are that the player should have moment-to-moment control of every significant action the character selects - in the sequence as they occur in game-time - then I don't really see a good way to make such a system both simple and in any sense believable to anyone who has a vaguely realistic model of "fighting" in their head. It might work - barely - for the old Hollywood model of "let's stand here and take it in turns to whack each others' shield" "combat", but not really for anything beyond that.</p></blockquote><p></p>
[QUOTE="Balesir, post: 6002387, member: 27160"] From a long post with interesting thoughts, but I'm going to comment on this bit from two respects. First is that "I make a melee attack" no more defines an attack explicitly to me than "Come and Get It" does. Making any sort of weapon attack is a skill that involves learned moves, psychological manipulation of your enemy and selection of an attack that suits the stance and actions (i.e. your observations of the habits and capabilities) of your enemy. "Come and Get It" at least says a little about the sphere of techniques you might be aiming to employ. Second is that this speaks, once again, to the reluctance to treat "fighting" as a skill that I spoke of earlier. Armed combat really does not consist of making clumsy, uncoordinated "swings" with your (clumsy, heavy) weapon at a dim and unresponsive enemy. It is a skill that demands instantaneous selection of techniques and moves that are appropriate to the situation at hand and your intentions and aims in the combat. Age-old concepts such as "tempo" and biodynamic principles (i.e. what a body is capable of and what it isn't) dictate a moving, dangerous dance - a "lethal ballet" - in which wits and speed are as important as training and strength. If, as I begin to suspect, the demands of "association" and "immersion" are that the player should have moment-to-moment control of every significant action the character selects - in the sequence as they occur in game-time - then I don't really see a good way to make such a system both simple and in any sense believable to anyone who has a vaguely realistic model of "fighting" in their head. It might work - barely - for the old Hollywood model of "let's stand here and take it in turns to whack each others' shield" "combat", but not really for anything beyond that. [/QUOTE]
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