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rmcoen's latest activity
rmcoen
reacted to
Thomas Shey's post
in the thread
Realistic Combat that's Simple(ish)
with
Like
.
My own observation is that sort thing feels much more visible in play than you'd think, even if the final result doesn't change overly...
Today at 2:36 PM
rmcoen
reacted to
Crimson Longinus's post
in the thread
Realistic Combat that's Simple(ish)
with
Like
.
Anyway, the topic. When designing rules for a game and wanting to keep them simple, one needs to identify when making something more...
Today at 12:58 AM
rmcoen
reacted to
Crimson Longinus's post
in the thread
Realistic Combat that's Simple(ish)
with
Like
.
I think it is rather obvious that the frequency of character death is pretty significant contributor to how annoying a player having to...
Yesterday at 6:23 PM
rmcoen
reacted to
Micah Sweet's post
in the thread
Realistic Combat that's Simple(ish)
with
Like
.
Fair enough. I assumed death was not acceptable because there was no way to plausibly bring in a new PC, based on your comments from before.
Yesterday at 4:36 PM
rmcoen
replied to the thread
Realistic Combat that's Simple(ish)
.
lol, yep, that was me. It would have been very unfortunate, but I wouldn't have prevented character death. They knew when they entered...
Yesterday at 2:47 AM
rmcoen
reacted to
Theory of Games's post
in the thread
Realistic Combat that's Simple(ish)
with
Like
.
What's the topic again? Realistic combat that's simple: There is none. But whoever makes such a game will be very wealthy very quickly.
Yesterday at 2:45 AM
rmcoen
replied to the thread
Realistic Combat that's Simple(ish)
.
I agree, I actually give out some extra metacurrency (the Fate Points I mentioned in my last reply), just so I don't have to be (as)...
Tuesday at 8:59 PM
rmcoen
replied to the thread
Realistic Combat that's Simple(ish)
.
I feel like I'm feeding a troll here, but I'll bite... Several sessions ago, the party was in a series of interdimensional ruins, some...
Tuesday at 5:50 PM
rmcoen
reacted to
Thomas Shey's post
in the thread
Realistic Combat that's Simple(ish)
with
Like
.
Even if there's one pregenerated, there's often no way to introduce them into the game for a while, and I have to point out the majority...
Tuesday at 5:42 PM
rmcoen
reacted to
Thomas Shey's post
in the thread
Realistic Combat that's Simple(ish)
with
Like
.
Yeah, the idea that with an even quasi-realistic combat system that you aren't going to see a lot of character deaths, some even among...
Tuesday at 4:53 PM
rmcoen
replied to the thread
Realistic Combat that's Simple(ish)
.
I have to agree a bit with you on the "sheaf of dead characters" [also, remember "sheaf arrows"???]. I have a folder in a box somewhere...
Tuesday at 3:19 PM
rmcoen
reacted to
Theory of Games's post
in the thread
Realistic Combat that's Simple(ish)
with
Like
.
With all due respect, that's not how Metacurrencies work. They're a resource that's spent to "help the character"...
Tuesday at 3:05 PM
rmcoen
reacted to
Thomas Shey's post
in the thread
Realistic Combat that's Simple(ish)
with
Like
.
To make it clear, I consider parts of D&D hit points a metacurrancy just baked in and rolled together with actual injury recording in a...
Tuesday at 3:03 PM
rmcoen
reacted to
Thomas Shey's post
in the thread
Realistic Combat that's Simple(ish)
with
Like
.
The problem is, these two characters are not similar. McCain is, indeed capable, but he's also capable of missing, doesn't show his...
Tuesday at 3:03 PM
rmcoen
reacted to
Celebrim's post
in the thread
Realistic Combat that's Simple(ish)
with
Like
.
On "Die Hard" as D&D scenario: John McClane is above gritty tier and in the low end action movie hero tier. He's about 6th level...
Tuesday at 3:03 PM
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