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"Better" Combat Systems in RPGs - Feedback Welcome!
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<blockquote data-quote="JohnSnow" data-source="post: 8073350" data-attributes="member: 32164"><p>I know that some people prefer full narrative or quick resolution combat. Personally, I find the "player can make naughty word up" just a little TOO freeform for my tastes.</p><p></p><p>I had GURPS recommended by some exceptionally simulative gamers who always liked tables, charts and so forth. They'd talk about how GURPS was good because it could model dodge vs. parry and different damage types, and my eyes started to glaze over. So, I never really gave GURPS a try.</p><p></p><p>I have an earlier version of Runequest (I think?), but I always found it a bit too simulative. I found it to be trying too hard (damage types and separating Parry and Dodge, again).</p><p></p><p>Full disclosure: I have a pet peeve on distinguishing too much between dodge and parry (sorta) because of experience with the Palladium System, where you could respectively Dodge, Parry, and Roll with the <em>same attack</em> before comparing it to your Armor Rating. It was...exhausting.</p><p></p><p>I'm cool with there being a distinction between Parry and Dodge (in fact, I think there should be), especially when it comes to distinguishing between melee and ranged combat. Shields were great (and highly favored up until full plate armor was developed) in part because they helped in melee, but also because they were <em>incredibly</em> useful against arrows and other ranged weapons. But in melee, you should only get one defense, that combines both parrying and dodging (the distinction between which is usually a bit muddy in sword combat anyway, at least in my experience).</p></blockquote><p></p>
[QUOTE="JohnSnow, post: 8073350, member: 32164"] I know that some people prefer full narrative or quick resolution combat. Personally, I find the "player can make naughty word up" just a little TOO freeform for my tastes. I had GURPS recommended by some exceptionally simulative gamers who always liked tables, charts and so forth. They'd talk about how GURPS was good because it could model dodge vs. parry and different damage types, and my eyes started to glaze over. So, I never really gave GURPS a try. I have an earlier version of Runequest (I think?), but I always found it a bit too simulative. I found it to be trying too hard (damage types and separating Parry and Dodge, again). Full disclosure: I have a pet peeve on distinguishing too much between dodge and parry (sorta) because of experience with the Palladium System, where you could respectively Dodge, Parry, and Roll with the [I]same attack[/I] before comparing it to your Armor Rating. It was...exhausting. I'm cool with there being a distinction between Parry and Dodge (in fact, I think there should be), especially when it comes to distinguishing between melee and ranged combat. Shields were great (and highly favored up until full plate armor was developed) in part because they helped in melee, but also because they were [I]incredibly[/I] useful against arrows and other ranged weapons. But in melee, you should only get one defense, that combines both parrying and dodging (the distinction between which is usually a bit muddy in sword combat anyway, at least in my experience). [/QUOTE]
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