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Best game for God of War-esque action?
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<blockquote data-quote="Celebrim" data-source="post: 3414628" data-attributes="member: 4937"><p>It's not meant to be insulting. It's meant to be descriptive. The creator of GoW openly admits that this was a design goal and that the game is intended to achieve emotional immersiveness to the point of causing the player to experience beserk rage and accompanying ectasy as Kratos experiences these things.</p><p></p><p></p><p></p><p>And people wonder why the US national team is losing to teams like Greece lately...</p><p></p><p>But anyway, I digress. I don't play D&D to do big cool things, but I do recognize that a large percentage of players do.</p><p></p><p></p><p></p><p>My experience is that players that want to 'chew the scenery' tend to get upset when the scenery chews back. </p><p></p><p></p><p></p><p>In most cases, the touch attack can be dispensed with. It's only an issue worth considering at relatively low levels versus dodgy sorts of monsters.</p><p></p><p></p><p></p><p>Again, this is just a scale issue. If you want to chew the scenary, face alot of things that are more than 4 below your CR. Divide the hit dice/hit points of everything in the monster manual by 5. Give the PC's a 'I have a license to chew the scenary' package. Go to town. My guess is that to a certain extent, you'd be unhappy with that because it interferes with the illusion of 'badassness' to 'see' how explicitly things have been weighted in your favor. To avoid that, use a system you aren't as familiar with - like say Mutants and Masterminds - and do basically the same thing - face hordes of mooks with 5 power levels or so below your characters. Have even the big Collosal foe have a PL at most a couple below yours. Chew the scenary accordingly. This works particularly well if you don't know the details of the system you are playing at all (as you don't usually in the case of a computer game).</p><p></p><p></p><p></p><p>So, give PC's a 'badness' package that among other things lets them ignore all circumstance penalties. Cover? Heroes don't worry about cover! They fire arrow through coin sized holes without penalty! Improvised weapons! Real heroes don't worry about whether a stick, a table, or the jawbone of a donkey is less effective of a weapon as something made of hardened honed steel purpose design to be a weapon! Real heroes are weapons, and they are perfectly capable of kill a cyclops with a paperclip!</p><p></p><p>The system you are going to be happy with is going to do something like that anyway.</p><p></p><p>What I'm trying to say is that D&D is putting these 'barriers to coolness' in the way for a reason. Perhaps that reason could be best explained as 'Batman is much cooler than Superman.'</p></blockquote><p></p>
[QUOTE="Celebrim, post: 3414628, member: 4937"] It's not meant to be insulting. It's meant to be descriptive. The creator of GoW openly admits that this was a design goal and that the game is intended to achieve emotional immersiveness to the point of causing the player to experience beserk rage and accompanying ectasy as Kratos experiences these things. And people wonder why the US national team is losing to teams like Greece lately... But anyway, I digress. I don't play D&D to do big cool things, but I do recognize that a large percentage of players do. My experience is that players that want to 'chew the scenery' tend to get upset when the scenery chews back. In most cases, the touch attack can be dispensed with. It's only an issue worth considering at relatively low levels versus dodgy sorts of monsters. Again, this is just a scale issue. If you want to chew the scenary, face alot of things that are more than 4 below your CR. Divide the hit dice/hit points of everything in the monster manual by 5. Give the PC's a 'I have a license to chew the scenary' package. Go to town. My guess is that to a certain extent, you'd be unhappy with that because it interferes with the illusion of 'badassness' to 'see' how explicitly things have been weighted in your favor. To avoid that, use a system you aren't as familiar with - like say Mutants and Masterminds - and do basically the same thing - face hordes of mooks with 5 power levels or so below your characters. Have even the big Collosal foe have a PL at most a couple below yours. Chew the scenary accordingly. This works particularly well if you don't know the details of the system you are playing at all (as you don't usually in the case of a computer game). So, give PC's a 'badness' package that among other things lets them ignore all circumstance penalties. Cover? Heroes don't worry about cover! They fire arrow through coin sized holes without penalty! Improvised weapons! Real heroes don't worry about whether a stick, a table, or the jawbone of a donkey is less effective of a weapon as something made of hardened honed steel purpose design to be a weapon! Real heroes are weapons, and they are perfectly capable of kill a cyclops with a paperclip! The system you are going to be happy with is going to do something like that anyway. What I'm trying to say is that D&D is putting these 'barriers to coolness' in the way for a reason. Perhaps that reason could be best explained as 'Batman is much cooler than Superman.' [/QUOTE]
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