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<blockquote data-quote="Chris_Nightwing" data-source="post: 5945224" data-attributes="member: 882"><p>No - I said that the Wizard shouldn't do as much damage as the Fighter in melee, so if the improvisation is pushing a minecart along rails to pin someone against a wall, the Fighter is stronger and should do more damage.</p><p></p><p>The second statement was for, shall we call it, third-party damage. From fire, explosions, things falling on people, in which case the nature of the event determines damage, not how clever the player is. I just really didn't like the idea that because a special move was something you could only do once in an encounter (say, dropping a chandelier on someone's head) it would *have* to do more damage than something you could do repeatedly.</p><p></p><p></p><p></p><p></p><p></p><p>What I'd like to see is, as I said above, the nature of the event determine the damage done. What I saw in the OP was, if anything, the cleverness of the event would determine what damage was done.</p><p></p><p>Standard manoeuvres like tripping, pushing, disarming and so on, I hope they are covered by a system that rewards the correct classes and abilities (ie: Fighters, Strength or Dexterity, etc).</p><p></p><p>Special moves you might be able to pull off due to the location of the combat should do damage as to the nature of the event. If you knock down a huge stone pillar and trap goblins beneath it, why should it do less damage if you target several goblins rather than if you target only one? That's far too gamist. A chandelier on several goblins, maybe, because the absorption of momentum by one goblin there is potentially significant.</p></blockquote><p></p>
[QUOTE="Chris_Nightwing, post: 5945224, member: 882"] No - I said that the Wizard shouldn't do as much damage as the Fighter in melee, so if the improvisation is pushing a minecart along rails to pin someone against a wall, the Fighter is stronger and should do more damage. The second statement was for, shall we call it, third-party damage. From fire, explosions, things falling on people, in which case the nature of the event determines damage, not how clever the player is. I just really didn't like the idea that because a special move was something you could only do once in an encounter (say, dropping a chandelier on someone's head) it would *have* to do more damage than something you could do repeatedly. What I'd like to see is, as I said above, the nature of the event determine the damage done. What I saw in the OP was, if anything, the cleverness of the event would determine what damage was done. Standard manoeuvres like tripping, pushing, disarming and so on, I hope they are covered by a system that rewards the correct classes and abilities (ie: Fighters, Strength or Dexterity, etc). Special moves you might be able to pull off due to the location of the combat should do damage as to the nature of the event. If you knock down a huge stone pillar and trap goblins beneath it, why should it do less damage if you target several goblins rather than if you target only one? That's far too gamist. A chandelier on several goblins, maybe, because the absorption of momentum by one goblin there is potentially significant. [/QUOTE]
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