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"Better" Combat Systems in RPGs - Feedback Welcome!
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<blockquote data-quote="JohnSnow" data-source="post: 8073288" data-attributes="member: 32164"><p>I've watched most (okay, a LOT) of Shad's stuff. We share similar sensibilities in terms of the balance between realism and playability. I have a slightly more narrative background to my HEMA than Shad does, because I both train HEMA and perform it for stage combat, so rule of cool is a thing.</p><p></p><p>My inclination and intention here is NOT to create a system for gritty/lethal combat, but to model one where it's <em>possible</em> enough (while being avoidable by PCs, if they're careful) to make combat a real threat that makes players face the "do we?/don't we?" dilemma based on how confident they feel and how important the combat is.</p><p></p><p>I hate having to create a kludge to get around "Julius Caesar was stabbed to death by a group of low-level nobodies, because they all got close and had daggers." And if Caesar is only 4th to 6th-level, but the system goes to 10 or 20, then the system has a serious problem modeling anything remotely approaching "the real world."</p><p></p><p>Which is fine. Some people like superhero fantasy. And because I think that can be cool, I'll try to make the system scaleable enough to support it, because playing as Thor or Hercules is awesome. But that's not its <em>primary</em> intent. If it's not your cup of tea, there's plenty of systems for people who like to be able to swim through lava.</p></blockquote><p></p>
[QUOTE="JohnSnow, post: 8073288, member: 32164"] I've watched most (okay, a LOT) of Shad's stuff. We share similar sensibilities in terms of the balance between realism and playability. I have a slightly more narrative background to my HEMA than Shad does, because I both train HEMA and perform it for stage combat, so rule of cool is a thing. My inclination and intention here is NOT to create a system for gritty/lethal combat, but to model one where it's [I]possible[/I] enough (while being avoidable by PCs, if they're careful) to make combat a real threat that makes players face the "do we?/don't we?" dilemma based on how confident they feel and how important the combat is. I hate having to create a kludge to get around "Julius Caesar was stabbed to death by a group of low-level nobodies, because they all got close and had daggers." And if Caesar is only 4th to 6th-level, but the system goes to 10 or 20, then the system has a serious problem modeling anything remotely approaching "the real world." Which is fine. Some people like superhero fantasy. And because I think that can be cool, I'll try to make the system scaleable enough to support it, because playing as Thor or Hercules is awesome. But that's not its [I]primary[/I] intent. If it's not your cup of tea, there's plenty of systems for people who like to be able to swim through lava. [/QUOTE]
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