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  1. M

    Play Is Paramount: Discuss

    Exactly. Games are mostly read and thought about, but the reading and thinking is motivated by the belief that it will all pay off in an actual game sometime — and books that are interesting to browse sell better than those that play well but don’t read well.
  2. M

    Play Is Paramount: Discuss

    For the hobby as a whole. It’s the same with war-gaming. These are hobbies where people read and think about playing far, far more than they actually play. Even active players read up on far more classes, spells, magic items, etc. than they actually use. That’s a huge part of the hobby, and it...
  3. M

    Play Is Paramount: Discuss

    Most time and energy (and money) put into RPGs does not lead to an actual game with players around a table.
  4. M

    Play Is Paramount: Discuss

    Is the experience at the table what matters, when 99 percent of the time and energy put into RPGs is not playing with a group at the table?
  5. M

    Systems that actualy emulate Western movies?

    Even for gamers with zero interest in westerns, that Boothill campaign write-up is full of insights: Which left me with a unique challenge: without changing the rules, how was I to create an excitement-packed Boot Hill game that wouldn’t overfill the graveyard? […] The economics of silver...
  6. M

    Systems that actualy emulate Western movies?

    Rutskarn explains how he generated a deep Boothill campaign of politics, deception, and intrigue, after originally playing it as a joke.
  7. M

    D&D General Alternate firearms rules (input needed)

    I’m a bit confused by the spirit of your new rule and by your design goals. Firearms in real life and in fiction are known for being deadly if they hit but unlikely to hit, except in the hands of a skilled marksman — the opposite of automatic damage. (And being a skilled marksman only helped...
  8. M

    Realistic Combat that's Simple(ish)

    Fame and Fortune Points are on the short list of things I remember from Top Secret: When a character is generated the Admin will secretly roll a 10-sided die; the result is the number of Fortune points (or "luck") the agent will have in his or her career. In a life-or-death situation the agent...
  9. M

    Realistic Combat that's Simple(ish)

    I was going to suggest something similar, but without the careful tracking. Just roll a d12 each segment to see if you get to go. (Or, since the game uses d6s, and most characters have a speed of six or less, just roll a d6.) Champions was trying to model super-speed, so the model doesn’t work...
  10. M

    Realistic Combat that's Simple(ish)

    If you’re skilled, you can slip punches without much effort. If you’re not, and you’re not in fighting shape, it’s work — but it’s “free” in the Hero System. Punching uses energy, kicking uses more, and grappling uses even more — until you’ve established dominant position. Getting used to...
  11. M

    Realistic Combat that's Simple(ish)

    Champions suffers from a number of problems when its wide scale gets narrowed down to “heroic” humans, whose stats really only have a few possible values: half-normal, normal, 1.5x-normal, or 2x-normal. Simply dodging attacks should be exhausting for normal people. If you’ve ever worn heavy...
  12. M

    Realistic Combat that's Simple(ish)

    Exactly. In fact, to have even odds of winning 10 fights in a row, you need a 93% chance of winning each fight. But I get the impression that most people expect an adventure to string a dozen close fights together.
  13. M

    Realistic Combat that's Simple(ish)

    If we go back to the original proposal, it makes the most sense for combatants who are armored homogeneously, with a full suit of armor or a thick hide covering their whole body. In that situation, a hit is a hit, and any weapon has to overcome that armor. (This makes smaller weapons useless...
  14. M

    Realistic Combat that's Simple(ish)

    RPGs don’t generally model waiting for an opening, and if they do have a feint maneuver, it’s generally either worth doing or not worth doing, not something that comes up from time to time. I’ve thought about modeling openings by having characters roll one of their attack dice (in, say, a 3d6...
  15. M

    Realistic Combat that's Simple(ish)

    If you consider a fair fight to be 50-50, then winning 10 fair fights (and losing none) is virtually impossible, 0.1% chance of success. I don’t think many people have thought that through. Of course, in real life, one-in-a-thousand people do pull off the near-impossible. We can either play...
  16. M

    Realistic Combat that's Simple(ish)

    I think this gets at the crux of what people like the original poster want from “realism” in their game. A heavily armored soldier should be able to stand and take harassing “fire” from slings and arrows, or unseen attacks in the dark, while an unarmored skirmisher needs to give ground and see...
  17. M

    Realistic Combat that's Simple(ish)

    I feel like you have more to say about this. Champions had an interesting mechanic for this. Each character had a speed stat, which determined how often you got to act. It was a bit clunky to consult the chart and confirm who got to act on each segment, but it meant that you didn’t cycle...
  18. M

    Realistic Combat that's Simple(ish)

    Again, I don’t think anyone is realistically healing gunshot or stab wounds during a mission. If anything, you might roll to aggravate a flesh wound or injury by fighting, climbing, etc., rather than resting, but the game doesn’t need regular healing to top off hit points when they aren’t...
  19. M

    Realistic Combat that's Simple(ish)

    I think saves alone do “do the work” here, because healing isn’t much of an issue without ablative hit points. You have a bandaged-up flesh wound. It’ll heal sometime after you finish the mission. I don’t think anyone finds it plausible that their unarmored character can just take gunshots...
  20. M

    Realistic Combat that's Simple(ish)

    There are any number of ways you could handle wounds and healing in a system without hit points. In most genre fiction, any wound that doesn’t put you down is a flesh wound that you bandage up before getting back into action, so simply ignoring any treated wounds would work fine, or requiring a...
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