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Beat Em Up flavor in a TTRPG
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<blockquote data-quote="Fenris-77" data-source="post: 9044005" data-attributes="member: 6993955"><p>So this, for me, is a love hate thing. As a huge fan of martial arts (almost 25 years coaching), and a huge fan of great fight choreography, I have a soft spot for somewhat expansive combat systems that index 'cool fighting stuff' for whatever value you want to place on that. However, what I've found is that in most cases those expansive systems are almost invariably at least in some part dead weight, even the ones that have moments of transcendent genius in terms of mechanical whatnots. My personal thing at this point, in lightweight OSR type games anyway, is something like the Doom Die mechanic from the recently rereleased and expanded Black Sword Hack. That mechanic uses the usage die as a push your luck thing rather than inventory management. </p><p></p><p>So each PC has a Doom Die that starts at d6 and degrades as usual for usage dice (on a roll of 1-2 it steps down). In BSH you can add a Doom Die to any combat roll to do something fancy, which covers pretty much any maneuver but without an granular rules. You want to push, trip, knock down, kick sand in someone's face - roll the Doom Die. Everything is fine until the Doom Die bottoms out, at which point you get disadvantage on all your rolls until you get a long rest. Doom Dice also interface with the Magic system and a couple of other things so its very much a scarce resource. There's enough juice that players tend to try fancy stuff regularly, but not enough play that they are swinging from chandeliers or trying to drop arrows through eye slits every combat. It works for me anyway.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 9044005, member: 6993955"] So this, for me, is a love hate thing. As a huge fan of martial arts (almost 25 years coaching), and a huge fan of great fight choreography, I have a soft spot for somewhat expansive combat systems that index 'cool fighting stuff' for whatever value you want to place on that. However, what I've found is that in most cases those expansive systems are almost invariably at least in some part dead weight, even the ones that have moments of transcendent genius in terms of mechanical whatnots. My personal thing at this point, in lightweight OSR type games anyway, is something like the Doom Die mechanic from the recently rereleased and expanded Black Sword Hack. That mechanic uses the usage die as a push your luck thing rather than inventory management. So each PC has a Doom Die that starts at d6 and degrades as usual for usage dice (on a roll of 1-2 it steps down). In BSH you can add a Doom Die to any combat roll to do something fancy, which covers pretty much any maneuver but without an granular rules. You want to push, trip, knock down, kick sand in someone's face - roll the Doom Die. Everything is fine until the Doom Die bottoms out, at which point you get disadvantage on all your rolls until you get a long rest. Doom Dice also interface with the Magic system and a couple of other things so its very much a scarce resource. There's enough juice that players tend to try fancy stuff regularly, but not enough play that they are swinging from chandeliers or trying to drop arrows through eye slits every combat. It works for me anyway. [/QUOTE]
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