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Fiction First: Martial Exploits
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<blockquote data-quote="LostSoul" data-source="post: 5051832" data-attributes="member: 386"><p>What are the dangers you see?</p><p></p><p>(Here's a danger: monsters negating the exploitable details on their turn. It seems like they should be able to. What if the hobgoblin (from the example above) decided to do something like wrapping his flail around the PC's sword and yanking it to the side? What does that mean?</p><p></p><p>Kind of makes me think about having simultaneous actions, but how would that work?)</p><p></p><p>What do you mean by narrative combat? What I'm looking for is a system for resolving actions that includes little details that have an impact on resolution. Mmm, I posted this somewhere else:</p><p></p><p>4E does this: player decides on action -> resolution of action -> description of outcome.</p><p></p><p>What I want is this: player decides on action -> description of action -> resolution of action -> description of outcome.</p><p></p><p>Each arrow is shorthand for something like "has an effect on", I guess.</p><p></p><p></p><p></p><p>I actually want people who can't keep up to fall behind.</p><p></p><p>I want to challenge the players. Not that 4E doesn't challenge players now, but it does so in a way that doesn't include the details of the game world.</p><p></p><p></p><p></p><p>I numbered the different points you make here to easier reply to them.</p><p></p><p>1. I want to introduce bias (I call it judgement) into the system. I want to judge the creative contributions (the PC's course of action as chosen by the player) based on my own criteria. One of the key points is that I'm not interested in the outcome of any conflict, but I am interested in maintaining internal consistency in the setting.</p><p></p><p>2. I'm not changing the basic d20 resolution, so leg sweeps and wild charges have the same chance to hit. I'm not even changing the mechanics behind the encounter powers, just when you can use them.</p><p></p><p>3. I want players of different ability to have different levels of success.</p><p></p><p></p><p><strong>On Negotiation</strong></p><p>The point behind this phase in resolution is to keep everyone on the same page. I don't want the players to get screwed. I don't want them to have to read my mind. They shouldn't have to guess at what success or failure means.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 5051832, member: 386"] What are the dangers you see? (Here's a danger: monsters negating the exploitable details on their turn. It seems like they should be able to. What if the hobgoblin (from the example above) decided to do something like wrapping his flail around the PC's sword and yanking it to the side? What does that mean? Kind of makes me think about having simultaneous actions, but how would that work?) What do you mean by narrative combat? What I'm looking for is a system for resolving actions that includes little details that have an impact on resolution. Mmm, I posted this somewhere else: 4E does this: player decides on action -> resolution of action -> description of outcome. What I want is this: player decides on action -> description of action -> resolution of action -> description of outcome. Each arrow is shorthand for something like "has an effect on", I guess. I actually want people who can't keep up to fall behind. I want to challenge the players. Not that 4E doesn't challenge players now, but it does so in a way that doesn't include the details of the game world. I numbered the different points you make here to easier reply to them. 1. I want to introduce bias (I call it judgement) into the system. I want to judge the creative contributions (the PC's course of action as chosen by the player) based on my own criteria. One of the key points is that I'm not interested in the outcome of any conflict, but I am interested in maintaining internal consistency in the setting. 2. I'm not changing the basic d20 resolution, so leg sweeps and wild charges have the same chance to hit. I'm not even changing the mechanics behind the encounter powers, just when you can use them. 3. I want players of different ability to have different levels of success. [b]On Negotiation[/b] The point behind this phase in resolution is to keep everyone on the same page. I don't want the players to get screwed. I don't want them to have to read my mind. They shouldn't have to guess at what success or failure means. [/QUOTE]
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