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Any crunchy RPG's out there anymore?
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<blockquote data-quote="DrunkonDuty" data-source="post: 8181713" data-attributes="member: 54364"><p>You're not wrong.</p><p></p><p>But I still find all that easier than high level D20 games. I mean, you still do several of those things you've listed in any DnD game. A couple of examples:</p><p></p><p>Adjusting combat values. This happens in all game systems that include a combat system. HERO does it much easier than DnD as there's no need to track whether adjustments are morale, luck, sacred, etc.</p><p>Applying defences: happens in DnD whenever energy resistance and DR come into play.</p><p></p><p></p><p>I agree that having (effectively) 4 different ways to do damage is a pain. Certainly it's one of the things new players have trouble with and something that slows down damage calculations regardless of player experience. <em>"Wait while I count how many sixes and ones I rolled."</em> lol. Oddly players have no trouble tracking two types of damage on their characters (at least in my experience.)</p><p></p><p>But once you have the basics down you can apply that knowledge to the other parts very easily. Mental Illusions (also Telepathy and Mind Control) are just roll to hit, apply defences, apply damage. The same as basic attacks. Only difference is that instead of reducing the target's STUN you do something like mind control, read their thoughts, or trap them in a hallucination. Entangles work more like killing attacks but don't count STUN; Drains work like basic attacks; Flash attacks work like basic attacks but don't count BOD damage.</p><p></p><p>I agree tracking END is an added level of complexity; but it can at least be done after the player has finished their turn so as not to slow play.</p><p></p><p><I'll just note here that Thomas Shey has replied while I've been working on my response and said a few things that I was intending to put into this response.></p><p></p><p>One thing I do want to specifically address is the Speed Chart. I love the speed chart. At heart it's just initiative tracking. And if all you use it for is to track initiative then it's no more complex than any other initiative system. But as a player you can hold actions/interrupt actions in ways that give a really nice sense of the back and forth of cinematic combat. Is using it this way complex? Yes. But its' complexity is born out of the way a player wishes to use it, not from the thing itself. I love that.</p><p></p><p></p><p>EDIT: I described Flash attacks incorrectly above. They work like basic attacks but you count ONLY the BOD. mea culpa and all that.</p></blockquote><p></p>
[QUOTE="DrunkonDuty, post: 8181713, member: 54364"] You're not wrong. But I still find all that easier than high level D20 games. I mean, you still do several of those things you've listed in any DnD game. A couple of examples: Adjusting combat values. This happens in all game systems that include a combat system. HERO does it much easier than DnD as there's no need to track whether adjustments are morale, luck, sacred, etc. Applying defences: happens in DnD whenever energy resistance and DR come into play. I agree that having (effectively) 4 different ways to do damage is a pain. Certainly it's one of the things new players have trouble with and something that slows down damage calculations regardless of player experience. [I]"Wait while I count how many sixes and ones I rolled."[/I] lol. Oddly players have no trouble tracking two types of damage on their characters (at least in my experience.) But once you have the basics down you can apply that knowledge to the other parts very easily. Mental Illusions (also Telepathy and Mind Control) are just roll to hit, apply defences, apply damage. The same as basic attacks. Only difference is that instead of reducing the target's STUN you do something like mind control, read their thoughts, or trap them in a hallucination. Entangles work more like killing attacks but don't count STUN; Drains work like basic attacks; Flash attacks work like basic attacks but don't count BOD damage. I agree tracking END is an added level of complexity; but it can at least be done after the player has finished their turn so as not to slow play. <I'll just note here that Thomas Shey has replied while I've been working on my response and said a few things that I was intending to put into this response.> One thing I do want to specifically address is the Speed Chart. I love the speed chart. At heart it's just initiative tracking. And if all you use it for is to track initiative then it's no more complex than any other initiative system. But as a player you can hold actions/interrupt actions in ways that give a really nice sense of the back and forth of cinematic combat. Is using it this way complex? Yes. But its' complexity is born out of the way a player wishes to use it, not from the thing itself. I love that. EDIT: I described Flash attacks incorrectly above. They work like basic attacks but you count ONLY the BOD. mea culpa and all that. [/QUOTE]
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