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*Dungeons & Dragons
A modern fantasy setting?
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<blockquote data-quote="Grendel_Khan" data-source="post: 8308306" data-attributes="member: 7028554"><p>Those are good ideas for reverse-engineering duel tropes, but there's something very weird to me about having different mechanics slot in because you're forcing those kinds of results. Shouldn't taking a nasty bullet in a big battle royale also call for a save vs. diseases?</p><p></p><p>But the sneak attack bonus damage, or similar, could be a cool way to get at the fact that, in a typical duel, you can't do anything defensive. Just gotta stand there. That's easier to adjust for in some systems, like ones where your measure of success ups your damage, and so defending can reduce it. But how do you handle something like AC if you're supposed to be basically immobile? Starts to really tweak your brain, or at least my brain, to decouple AC from active defensive movement. And then if it's just super easy for both people to hit, then it's a real gruesome, darkly hilarious scene. Just reliably blasting out each others' guts till someone looks at their HP count and cries uncle.</p><p></p><p>I feel like the other big subsystem or rules tweak you'd need for a duel, in addition to damage, is initiative. Like you should be able to lose some initiative in order to aim, and vice versa, at a level of resolution that slices up a standard combat round. Most systems don't zoom in close enough for that (thankfully, since combats would be even slower) but I like the idea of a duel mode that's very different.</p><p></p><p>I had wanted the new Dune RPG to have something like that. And it does...but I just hate it. Since duels in that setting are always melee you have to maneuver your body and both hands around as separate assets. It's weird as hell, and not in a good way (imo).</p></blockquote><p></p>
[QUOTE="Grendel_Khan, post: 8308306, member: 7028554"] Those are good ideas for reverse-engineering duel tropes, but there's something very weird to me about having different mechanics slot in because you're forcing those kinds of results. Shouldn't taking a nasty bullet in a big battle royale also call for a save vs. diseases? But the sneak attack bonus damage, or similar, could be a cool way to get at the fact that, in a typical duel, you can't do anything defensive. Just gotta stand there. That's easier to adjust for in some systems, like ones where your measure of success ups your damage, and so defending can reduce it. But how do you handle something like AC if you're supposed to be basically immobile? Starts to really tweak your brain, or at least my brain, to decouple AC from active defensive movement. And then if it's just super easy for both people to hit, then it's a real gruesome, darkly hilarious scene. Just reliably blasting out each others' guts till someone looks at their HP count and cries uncle. I feel like the other big subsystem or rules tweak you'd need for a duel, in addition to damage, is initiative. Like you should be able to lose some initiative in order to aim, and vice versa, at a level of resolution that slices up a standard combat round. Most systems don't zoom in close enough for that (thankfully, since combats would be even slower) but I like the idea of a duel mode that's very different. I had wanted the new Dune RPG to have something like that. And it does...but I just hate it. Since duels in that setting are always melee you have to maneuver your body and both hands around as separate assets. It's weird as hell, and not in a good way (imo). [/QUOTE]
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