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General Tabletop Discussion
*TTRPGs General
A discussion of metagame concepts in game design
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<blockquote data-quote="5ekyu" data-source="post: 7455331" data-attributes="member: 6919838"><p>my preference for martial maneuvers is not random and not l.imited counters but are limited by circumstance or by off-sets.</p><p></p><p>Examples would include a trip attack you can try but which has penalties to hit or to your defense or allow counter strikes if you miss, etc. others could include a gradual accumulation of "advantage points" during a combat which can be spent to add additional effects with a "regroup" style maneuver being possible to reduce advantage at the cost of losing attacks. (this would assume and only work for a combat system where it was expected for the fight to last multiple rounds - be a game of creating openings and then exploiting - not say a 2-3 rounds burn down.) Obvious circumstances, scenery and situation could apply "advatage points themselves or have them tappable".</p><p></p><p>But, i think the simple fact is - one of the reason meta-gamey things like limitations arte easy to do is that they are easy to implement and learn and apply to most any level of combat to provide choices with meaning but without a lot of complexity. They can fit into a "we wil have five encounters but those encounters if fights wont last that long" model or most any type of model with rather predictable outcomes.</p><p></p><p>The "build-an-edge" system wont work for mowing thru three or four over two-three rounds. Nor is random necessarily reliable enough to make for a predictable series of outcomes - necessarily.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7455331, member: 6919838"] my preference for martial maneuvers is not random and not l.imited counters but are limited by circumstance or by off-sets. Examples would include a trip attack you can try but which has penalties to hit or to your defense or allow counter strikes if you miss, etc. others could include a gradual accumulation of "advantage points" during a combat which can be spent to add additional effects with a "regroup" style maneuver being possible to reduce advantage at the cost of losing attacks. (this would assume and only work for a combat system where it was expected for the fight to last multiple rounds - be a game of creating openings and then exploiting - not say a 2-3 rounds burn down.) Obvious circumstances, scenery and situation could apply "advatage points themselves or have them tappable". But, i think the simple fact is - one of the reason meta-gamey things like limitations arte easy to do is that they are easy to implement and learn and apply to most any level of combat to provide choices with meaning but without a lot of complexity. They can fit into a "we wil have five encounters but those encounters if fights wont last that long" model or most any type of model with rather predictable outcomes. The "build-an-edge" system wont work for mowing thru three or four over two-three rounds. Nor is random necessarily reliable enough to make for a predictable series of outcomes - necessarily. [/QUOTE]
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