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Feng Shui - Help Me Make Cool Fight Scenes
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<blockquote data-quote="Piratecat" data-source="post: 5191319" data-attributes="member: 2"><p>It isn't a Feng Shui restaurant fight until someone gets impaled by a flaming skewer of kabobs!</p><p></p><p>You're going to get lots of good ideas for the fight scenes, so I'm going to give you a few thoughts on running the game:</p><p></p><ul> <li data-xf-list-type="ul"> Count off shots quickly and efficiently. I put the initiative/shot count along the bottom or right side of the character sheet and add a paperclip, making it easier for the players to track. When I count shots I alternate which way around the group I ask. Most importantly, count shots quickly and ask the players to be ready. You don't want the game to bog down. So it'd go something like this.<br /> <br /> Me, going anti-clockwise from right to left: "Shot 15." I'll point to the player on my right. She goes or shakes her head, and I go to the next player along. After the last player on my left goes or declines, I'll say "Shot 14" and ask that same player again before proceeding around the table clockwise from left to right. This helps keep it straight and makes sure everyone gets to go. <br /> <br /> </li> <li data-xf-list-type="ul"> Speaking of bogging down, Feng Shui involves a little more math than I'd like to see, with the players or you needing to calculate their attack every round. I usually have the players give me their attack total and I do the rest in my head. Just anticipate this.<br /> <br /> </li> <li data-xf-list-type="ul"> Feng Shui's biggest rules fault in my opinion is that defense and attacks use the exact same value; you both attack and defend with either guns or kung fu. That's a problem for NPCs because it means that in order to be deadly in combat, named villains are also <em>really</em> hard to hit. Consider separating these two values for important NPCs, thus giving you the flexibility of having a really strong brute who doesn't dodge too well.<br /> <br /> </li> <li data-xf-list-type="ul"> When in doubt, something should explode. <br /> </li> </ul></blockquote><p></p>
[QUOTE="Piratecat, post: 5191319, member: 2"] It isn't a Feng Shui restaurant fight until someone gets impaled by a flaming skewer of kabobs! You're going to get lots of good ideas for the fight scenes, so I'm going to give you a few thoughts on running the game: [list][*] Count off shots quickly and efficiently. I put the initiative/shot count along the bottom or right side of the character sheet and add a paperclip, making it easier for the players to track. When I count shots I alternate which way around the group I ask. Most importantly, count shots quickly and ask the players to be ready. You don't want the game to bog down. So it'd go something like this. Me, going anti-clockwise from right to left: "Shot 15." I'll point to the player on my right. She goes or shakes her head, and I go to the next player along. After the last player on my left goes or declines, I'll say "Shot 14" and ask that same player again before proceeding around the table clockwise from left to right. This helps keep it straight and makes sure everyone gets to go. [*] Speaking of bogging down, Feng Shui involves a little more math than I'd like to see, with the players or you needing to calculate their attack every round. I usually have the players give me their attack total and I do the rest in my head. Just anticipate this. [*] Feng Shui's biggest rules fault in my opinion is that defense and attacks use the exact same value; you both attack and defend with either guns or kung fu. That's a problem for NPCs because it means that in order to be deadly in combat, named villains are also [i]really[/i] hard to hit. Consider separating these two values for important NPCs, thus giving you the flexibility of having a really strong brute who doesn't dodge too well. [*] When in doubt, something should explode. [/list] [/QUOTE]
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