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Dilemmas and decisions - an experiment in melee combat choices
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<blockquote data-quote="RangerWickett" data-source="post: 7267186" data-attributes="member: 63"><p>I never actually read Iron Heroes, but I remember hearing about it. Was there ever any reason for an archer <em>not</em> to aim?</p><p></p><p>I've had the "5 different options" core idea for a while. Blame Magic: the Gathering and its five colors of mana. One idea I tinkered with was that each time you took an action, you'd get a point of the right 'color of mana.' Assault attack would get green, for instance; bind would get black; careful would be white; drive red; and evade blue. Then there'd be a suite of special moves which you could pull off by spending enough mana of the right types. Sort of like a fighting video game with super moves.</p><p></p><p>I didn't like it, though, because either you had too many options which slowed play down, or you limited people to only a few choices in which case the 'charging up' felt like an unnecessary complication compared to just 4e-style encounter powers.</p><p></p><p>I might try, though, to do a game with minimal player knowledge. I as GM know what they're building toward, and when they hit someone with 2 or 3 mana, something cool happens. They aren't picking from a roster of choices, but after they play a while they might try to repeat certain combos. That's probably too complicated for tabletop, though.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 7267186, member: 63"] I never actually read Iron Heroes, but I remember hearing about it. Was there ever any reason for an archer [i]not[/i] to aim? I've had the "5 different options" core idea for a while. Blame Magic: the Gathering and its five colors of mana. One idea I tinkered with was that each time you took an action, you'd get a point of the right 'color of mana.' Assault attack would get green, for instance; bind would get black; careful would be white; drive red; and evade blue. Then there'd be a suite of special moves which you could pull off by spending enough mana of the right types. Sort of like a fighting video game with super moves. I didn't like it, though, because either you had too many options which slowed play down, or you limited people to only a few choices in which case the 'charging up' felt like an unnecessary complication compared to just 4e-style encounter powers. I might try, though, to do a game with minimal player knowledge. I as GM know what they're building toward, and when they hit someone with 2 or 3 mana, something cool happens. They aren't picking from a roster of choices, but after they play a while they might try to repeat certain combos. That's probably too complicated for tabletop, though. [/QUOTE]
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