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Confirm or Deny: D&D4e would be going strong had it not been titled D&D
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<blockquote data-quote="Bedrockgames" data-source="post: 6596736" data-attributes="member: 85555"><p>I used to box for a hobby and I think this is the sort of thing one can cut up any number of ways. There are a lot of subtleties in a real fight that a system will only capture a glimpse of and most people I know with a background in this stuff who also play RPGs all generally disagree on how it should be represented mechanically. So i am always wary of bringing this real world stuff into gaming myself even though I do have experience with it. </p><p></p><p>It is true, you throw a lot of jabs and many don't land. That isn't really their purpose. Jabs can be either deployed at high volume with the intent to pepper and fluster your opponent, but there is also the stiff jab, and that is different. The stiff jab you choose more carefully and that is going to be more accurate than a power shot. </p><p></p><p>I think this gets really complicated though because if you just go in throwing bombs. Most of them will miss. But throwing bombs is exhausting so people generally don't do that. Instead they carefully pick when they throw their bombs and they usually do it following a combo. So if you really want to get into how to model that, I would go with the method I mentioned earlier with heavy attacks somehow depleting energy (for example temporary con loss). But lowered accuracy also jives with a heavier hit, so I think that is accurate too. But bombs are harder to land, that is why you have to carefully set them up. The basic problem is people can see them coming more than the can see a quick jab or a quick cross coming. If you just charge in throwing heavy hooks, heavy crosses and overhand rights, they'll see those coming. People throw combos and set people up for heavy shots so they can catch them off guard. </p><p></p><p>Importantly though, we aren't really talking about boxing. We are talking about guys with swords. I don't know much about that at all. All that matters to me in terms of dissociative mechanics is if I experience a striking disconnect between the action my character is taking and the mechanic itself. Power attack doesn't create that problem for me. I'm sure some do find it dissociative but it is not usually a point I here people raise about it.</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 6596736, member: 85555"] I used to box for a hobby and I think this is the sort of thing one can cut up any number of ways. There are a lot of subtleties in a real fight that a system will only capture a glimpse of and most people I know with a background in this stuff who also play RPGs all generally disagree on how it should be represented mechanically. So i am always wary of bringing this real world stuff into gaming myself even though I do have experience with it. It is true, you throw a lot of jabs and many don't land. That isn't really their purpose. Jabs can be either deployed at high volume with the intent to pepper and fluster your opponent, but there is also the stiff jab, and that is different. The stiff jab you choose more carefully and that is going to be more accurate than a power shot. I think this gets really complicated though because if you just go in throwing bombs. Most of them will miss. But throwing bombs is exhausting so people generally don't do that. Instead they carefully pick when they throw their bombs and they usually do it following a combo. So if you really want to get into how to model that, I would go with the method I mentioned earlier with heavy attacks somehow depleting energy (for example temporary con loss). But lowered accuracy also jives with a heavier hit, so I think that is accurate too. But bombs are harder to land, that is why you have to carefully set them up. The basic problem is people can see them coming more than the can see a quick jab or a quick cross coming. If you just charge in throwing heavy hooks, heavy crosses and overhand rights, they'll see those coming. People throw combos and set people up for heavy shots so they can catch them off guard. Importantly though, we aren't really talking about boxing. We are talking about guys with swords. I don't know much about that at all. All that matters to me in terms of dissociative mechanics is if I experience a striking disconnect between the action my character is taking and the mechanic itself. Power attack doesn't create that problem for me. I'm sure some do find it dissociative but it is not usually a point I here people raise about it. [/QUOTE]
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Confirm or Deny: D&D4e would be going strong had it not been titled D&D
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