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Feng Shui or Hong Kong Action Theatre?
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<blockquote data-quote="Corinth" data-source="post: 177113" data-attributes="member: 497"><p>I have to concur with this. <em>Burning Shaolin</em> was horrible all around; it's not even that good as a <em>Feng Shui</em> adventure.</p><p></p><p>As for <em>Feng Shui</em>, my group and I are encountering difficulties with the mechanics now. With one exception, the characters are all martial artists of one sort or another. Naturally, I decided to run a worldwide martial arts tournament scenario; with the aid of one of my players, we've cribbed enough from <em>The King of Fighters</em> and <em>Street Fighter</em> franchises to make it all work very well.</p><p></p><p>The problem is that <em>Feng Shui</em> lacks a system to make combos. There is one Fu schtick that allows it, and some wonky rules in <em>Golden Comeback</em> that are intended for sorcerers and not kung-fu warriors. (<em>Exalted</em>, by comparison, has one ass-kicking combo system that works damned well.) The stunt rules are also getting in the way; stunts should provide bonuses, not penalties. (Again, <em>Exalted</em> does this right.)</p><p></p><p>We've also discovered that all of the character templates have an optimal build that defeats all other versions of the same template. This should not exist in a role-playing game of any kind.</p><p></p><p><em>Feng Shui</em> is still better than <em>Hong Kong Action Theater!</em>, but now I must say that <em>Exalted</em> is better than both of them at covering the same ground. The D20 community also threatens to overtake both of these games; <em>Spycraft</em> barrels down on the contemporary action movie side of things, <em>Dungeons & Dragons</em> owns the fantasy end of things, so all that's left is the weird future of <em>Feng Shui</em>'s 2056 juncture. All that requires is some reworking of the Maho rules to account for Arcanowave mutation and the rest is just a lot of tweaking & renaming; it's only a matter of time now.</p><p></p><p>Come up with a good D20 version of <em>Exalted</em>'s stunt and combo rules, and the two elements that current prevent that game from assimilating into D20 will fall away. (Oh, and I would pay for a D20 version of <em>Exalted</em>.)</p></blockquote><p></p>
[QUOTE="Corinth, post: 177113, member: 497"] I have to concur with this. [i]Burning Shaolin[/i] was horrible all around; it's not even that good as a [i]Feng Shui[/i] adventure. As for [i]Feng Shui[/i], my group and I are encountering difficulties with the mechanics now. With one exception, the characters are all martial artists of one sort or another. Naturally, I decided to run a worldwide martial arts tournament scenario; with the aid of one of my players, we've cribbed enough from [i]The King of Fighters[/i] and [i]Street Fighter[/i] franchises to make it all work very well. The problem is that [i]Feng Shui[/i] lacks a system to make combos. There is one Fu schtick that allows it, and some wonky rules in [i]Golden Comeback[/i] that are intended for sorcerers and not kung-fu warriors. ([i]Exalted[/i], by comparison, has one ass-kicking combo system that works damned well.) The stunt rules are also getting in the way; stunts should provide bonuses, not penalties. (Again, [i]Exalted[/i] does this right.) We've also discovered that all of the character templates have an optimal build that defeats all other versions of the same template. This should not exist in a role-playing game of any kind. [i]Feng Shui[/i] is still better than [i]Hong Kong Action Theater![/i], but now I must say that [i]Exalted[/i] is better than both of them at covering the same ground. The D20 community also threatens to overtake both of these games; [i]Spycraft[/i] barrels down on the contemporary action movie side of things, [i]Dungeons & Dragons[/i] owns the fantasy end of things, so all that's left is the weird future of [i]Feng Shui[/i]'s 2056 juncture. All that requires is some reworking of the Maho rules to account for Arcanowave mutation and the rest is just a lot of tweaking & renaming; it's only a matter of time now. Come up with a good D20 version of [i]Exalted[/i]'s stunt and combo rules, and the two elements that current prevent that game from assimilating into D20 will fall away. (Oh, and I would pay for a D20 version of [i]Exalted[/i].) [/QUOTE]
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