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Help Wanted - Fans of Combat Mechanics
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<blockquote data-quote="Sam Crow" data-source="post: 8352668" data-attributes="member: 7031709"><p style="text-align: justify"><strong><u>Overview</u></strong></p> <p style="text-align: justify"></p> <p style="text-align: justify">This proposed combat system offers a unique experience to connoisseurs of battle by capturing the story of every combat frame-by-frame. Each engagement, strike, parry, counterstrike, block, dodge, and other technique is resolved quickly and logically through a single mechanic.</p> <p style="text-align: justify"></p> <p style="text-align: justify">Breaking combat down to this depth means that every maneuver which is assumed in other systems is tested in this one. Each engagement springs naturally from the last, building tension as one opponent comes closer to victory and the other to defeat. One tactical mistake can turn the tide at the literal flip of a coin. Parry when you should have blocked and you can lose an arm. Strike when you should have parried and you can lose your life. Fights in this system are quite deadly, and require risk management and strategic intelligence.</p> <p style="text-align: justify"></p> <p style="text-align: justify">This isn't for everyone. While each frame of battle is resolved with a single mechanic - and, therefore, goes faster than other comparable systems - there are simply more frames in this system. Therefore, the whole combat will take longer. If you prefer fighting wave after wave of enemies in a single session, you may not like this system. Within it, every combat takes center-stage and a single encounter is designed to be dramatic enough that it becomes a story within a story.</p> <p style="text-align: justify"></p> <p style="text-align: justify">As a consequence, however, gamemasters need not generate endless encounters to keep their players' attention. In most compelling compelling stories, there are usually few violent encounters. But those encounters are highly dramatic and have a big impact on the larger story.</p> <p style="text-align: justify"></p> <p style="text-align: justify">Moreover, gamemasters need not make up descriptive fillers in this system. Here, if the gamemaster announces <em>Your relentless onslaught drives your enemy back to the edge of the wall only to have him parry and counterstrike at the last moment!</em> it's because that actually happened in the game. The battles here tell the story of themselves, leaving the gamemaster to translate them to the players in his or her own style.</p> <p style="text-align: justify"></p> <p style="text-align: justify">Finally, this system recognizes that a combat is actually a composition of many small competitions of strength and skill that must be resolved before a combatant is prepared to actually wound his enemy. This system captures and celebrates those competitions; positioning, timing, energy management, and momentum are all brought out in consequential color. As a result, the varying abilities of each character in this system come to the fore and no two opponents will ever be exactly the same.</p> <p style="text-align: justify"></p> <p style="text-align: justify">Continue to <a href="https://www.enworld.org/threads/help-wanted-fans-of-combat-mechanics.681604/post-8354573" target="_blank"><strong><u>Core Mechanic</u></strong></a> or return to the <a href="https://www.enworld.org/threads/help-wanted-fans-of-combat-mechanics.681604/post-8352645" target="_blank"><strong><u>Table of Contents</u></strong></a>.</p></blockquote><p></p>
[QUOTE="Sam Crow, post: 8352668, member: 7031709"] [JUSTIFY][B][U]Overview[/U][/B] This proposed combat system offers a unique experience to connoisseurs of battle by capturing the story of every combat frame-by-frame. Each engagement, strike, parry, counterstrike, block, dodge, and other technique is resolved quickly and logically through a single mechanic. Breaking combat down to this depth means that every maneuver which is assumed in other systems is tested in this one. Each engagement springs naturally from the last, building tension as one opponent comes closer to victory and the other to defeat. One tactical mistake can turn the tide at the literal flip of a coin. Parry when you should have blocked and you can lose an arm. Strike when you should have parried and you can lose your life. Fights in this system are quite deadly, and require risk management and strategic intelligence. This isn't for everyone. While each frame of battle is resolved with a single mechanic - and, therefore, goes faster than other comparable systems - there are simply more frames in this system. Therefore, the whole combat will take longer. If you prefer fighting wave after wave of enemies in a single session, you may not like this system. Within it, every combat takes center-stage and a single encounter is designed to be dramatic enough that it becomes a story within a story. As a consequence, however, gamemasters need not generate endless encounters to keep their players' attention. In most compelling compelling stories, there are usually few violent encounters. But those encounters are highly dramatic and have a big impact on the larger story. Moreover, gamemasters need not make up descriptive fillers in this system. Here, if the gamemaster announces [I]Your relentless onslaught drives your enemy back to the edge of the wall only to have him parry and counterstrike at the last moment![/I] it's because that actually happened in the game. The battles here tell the story of themselves, leaving the gamemaster to translate them to the players in his or her own style. Finally, this system recognizes that a combat is actually a composition of many small competitions of strength and skill that must be resolved before a combatant is prepared to actually wound his enemy. This system captures and celebrates those competitions; positioning, timing, energy management, and momentum are all brought out in consequential color. As a result, the varying abilities of each character in this system come to the fore and no two opponents will ever be exactly the same. Continue to [URL='https://www.enworld.org/threads/help-wanted-fans-of-combat-mechanics.681604/post-8354573'][B][U]Core Mechanic[/U][/B][/URL] or return to the [URL='https://www.enworld.org/threads/help-wanted-fans-of-combat-mechanics.681604/post-8352645'][B][U]Table of Contents[/U][/B][/URL].[/JUSTIFY] [/QUOTE]
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