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Have We Lost Our Way? Two masters on combat and alignment
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<blockquote data-quote="Mr. Kaze" data-source="post: 1616717" data-attributes="member: 8848"><p>The game has evolved this way because, quite simply, it's easier to put together a scenario that ends in roughly preordained amount of bloodshed and brutality than it is to put together a really interesting and compelling fantasy story -- especially when you've got all of those darn players running all over the world! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> </p><p></p><p>I guess the really telling thing for me about combat (since that's got the most rules on it at the moment) is that it looks like Gary's disagreeing with David... "It is not in the best interests of an adventure game, however, to delve too deeply into cut and thrust, parry and riposte." vs. "Combats should be more like, “One orc ducks under the table jabbing at your legs with his sword. The other tries to make a flying tackle, but misses and sprawls to the floor in the middle of the party!” </p><p></p><p>Me, I'm a fan of saying things like "The half-golem ex-troll chief grabs you by your arms, rips your arms off, and gnaws upon your head for a total of 4 hits and 68 points of damage..." but that has consequences for the characters above and beyond being a really cool fight description. Bad consequences if the character can't regnerate those arms -- so I have to use such flavored descriptions sparingly. If you look at David's example, both of the Orcs missed. Nobody was knocked prone. Nobody had their legs cut out from under them. While it reads better than "Move to under table, swing, miss; Bull rush nobody in particular, botch, trip self, prone," David's also avoiding the consequences of the orcs being in the combat. As Gary observed: "The location of a hit or wound, the sort of damage done, sprains, breaks, and dislocations are not the stuff of heroic fantasy." -- which is why ripping arms off is best reserved for characters that can grow them back.</p><p></p><p>But I do think that sorcerors tossing out a fireball and meandering 30' every 6 seconds really de-cinema-fies the magic system compared to high-level multi-weapon fighters only getting a single swing if they've taken a move action as part of their 6 seconds. But I'll trust that the playtesters thought about that and couldn't come up with a better idea and just accept it as part of the rules. <shrug /></p><p></p><p>::Kaze (whips out the <em>Godslayer of Hit Points</em> and hacks your BBEG into a fine kibble! ...See what kind of limitations narrative combats have? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />)</p></blockquote><p></p>
[QUOTE="Mr. Kaze, post: 1616717, member: 8848"] The game has evolved this way because, quite simply, it's easier to put together a scenario that ends in roughly preordained amount of bloodshed and brutality than it is to put together a really interesting and compelling fantasy story -- especially when you've got all of those darn players running all over the world! :p I guess the really telling thing for me about combat (since that's got the most rules on it at the moment) is that it looks like Gary's disagreeing with David... "It is not in the best interests of an adventure game, however, to delve too deeply into cut and thrust, parry and riposte." vs. "Combats should be more like, “One orc ducks under the table jabbing at your legs with his sword. The other tries to make a flying tackle, but misses and sprawls to the floor in the middle of the party!” Me, I'm a fan of saying things like "The half-golem ex-troll chief grabs you by your arms, rips your arms off, and gnaws upon your head for a total of 4 hits and 68 points of damage..." but that has consequences for the characters above and beyond being a really cool fight description. Bad consequences if the character can't regnerate those arms -- so I have to use such flavored descriptions sparingly. If you look at David's example, both of the Orcs missed. Nobody was knocked prone. Nobody had their legs cut out from under them. While it reads better than "Move to under table, swing, miss; Bull rush nobody in particular, botch, trip self, prone," David's also avoiding the consequences of the orcs being in the combat. As Gary observed: "The location of a hit or wound, the sort of damage done, sprains, breaks, and dislocations are not the stuff of heroic fantasy." -- which is why ripping arms off is best reserved for characters that can grow them back. But I do think that sorcerors tossing out a fireball and meandering 30' every 6 seconds really de-cinema-fies the magic system compared to high-level multi-weapon fighters only getting a single swing if they've taken a move action as part of their 6 seconds. But I'll trust that the playtesters thought about that and couldn't come up with a better idea and just accept it as part of the rules. <shrug /> ::Kaze (whips out the [i]Godslayer of Hit Points[/i] and hacks your BBEG into a fine kibble! ...See what kind of limitations narrative combats have? ;)) [/QUOTE]
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