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<blockquote data-quote="woodelf" data-source="post: 1833497" data-attributes="member: 10201"><p>I disagree. I think it's just a matter of a mindset change: D&D3E abstracts the notion of called shots, vulnerable areas, and precise strikes into the conglomeration of damage rolls, criticals, and sneak attacks. Thus eliminating the "map" of hit locations. Similarly, you can eliminate the map of battles with a system like this [n.b.: i think it's good, but needs some work--more on that when it's not past my bedtime], by going for resolution first, description second. Examples:</p><p> </p><p> Detailed attack (GURPS, perhaps): choose a location, calculate difficulty appropriately, determine success of attack, adjust damage based on armor/resistance of area struck. ("I strike for his knee...doing 2pts of damage, which cripples him")</p><p> D&D3E attack: roll damage, possible roll critical; describe effect of attack to match these values ("I did a critical--14pts of damage" "with your great skill, you remember that the knees of this style of armor are notoriously vulnerable, and a powerful strike there leaves your foe limping")</p><p> </p><p> Now, applying teh same paradigm shift to the battlefield, we go from</p><p> D&D3E: look at the battle map, determine who's close to whom, and plot/adjudicate movements appropriately.</p><p> abstract system: in order to engage a different opponent, make a move check--if it's successful, you must've been adjacent; if not, you weren't. </p><p> </p><p> IOW, don't try and plot out where everyone is ahead of time, just as you don't try and determine hit locations before the damage has been rolled (low damage: grazed his arm; high damage: sword-in-the-face). Instead, use the results of the die rolls to determine the flow of the battlefield.</p></blockquote><p></p>
[QUOTE="woodelf, post: 1833497, member: 10201"] I disagree. I think it's just a matter of a mindset change: D&D3E abstracts the notion of called shots, vulnerable areas, and precise strikes into the conglomeration of damage rolls, criticals, and sneak attacks. Thus eliminating the "map" of hit locations. Similarly, you can eliminate the map of battles with a system like this [n.b.: i think it's good, but needs some work--more on that when it's not past my bedtime], by going for resolution first, description second. Examples: Detailed attack (GURPS, perhaps): choose a location, calculate difficulty appropriately, determine success of attack, adjust damage based on armor/resistance of area struck. ("I strike for his knee...doing 2pts of damage, which cripples him") D&D3E attack: roll damage, possible roll critical; describe effect of attack to match these values ("I did a critical--14pts of damage" "with your great skill, you remember that the knees of this style of armor are notoriously vulnerable, and a powerful strike there leaves your foe limping") Now, applying teh same paradigm shift to the battlefield, we go from D&D3E: look at the battle map, determine who's close to whom, and plot/adjudicate movements appropriately. abstract system: in order to engage a different opponent, make a move check--if it's successful, you must've been adjacent; if not, you weren't. IOW, don't try and plot out where everyone is ahead of time, just as you don't try and determine hit locations before the damage has been rolled (low damage: grazed his arm; high damage: sword-in-the-face). Instead, use the results of the die rolls to determine the flow of the battlefield. [/QUOTE]
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