Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*TTRPGs General
Help Wanted - Fans of Combat Mechanics
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="pemerton" data-source="post: 8355098" data-attributes="member: 42582"><p>[USER=7031709]@Sam Crow[/USER]</p><p></p><p>I think your system is potentially interesting. I wouldn't worry too much at this stage about criticisms of your exposition - it could be improved but I found it clear enough and was able to get the general gist. Setting out the action and resolution process in dot point form might help. Or charts for the different defensive options (eg what gear is needed?; how is the withdrawal handled?; what posture can it be used in?; etc).</p><p></p><p>One thing I missed - does using Block force the character into defensive posture?</p><p></p><p>Another thing I missed - what is the significance of shifting between postures?</p><p></p><p>A third thing - how is action declaration handled?</p><p></p><p>And a suggestion: your system is close to, though not identical to, Burning Wheel's detailed melee resolution system, Fight! I would suggest you might want to look at that.</p><p></p><p>Some features of BW:</p><ul> <li data-xf-list-type="ul">action declaration is blind, mutual, and extends for 3 volleys (each volley normally has one or two actions);</li> <li data-xf-list-type="ul">it is possible to change declared actions down the track, but this soaks actions;</li> <li data-xf-list-type="ul">there are three "postures" - called "stances" in BW -<em> aggressive</em>, <em>defensive </em>and <em>neutral</em>: being in aggressive stance penalises defensive actions and augments attacks; vice versa for defensive stance; and neutral stance imposes no modifications;</li> <li data-xf-list-type="ul">changing stances itself costs an action;</li> <li data-xf-list-type="ul">BW doesn't have an analogue to your momentum, but it does have positioning - the rules for this have changed over editions, and I'm more familiar with the 2004 (Revised edition) version, which requires an opposed check at the top of each volley (which does not itself count as an action) to determine (depending on who tries to do what and who wins the check) whether the distance between fighters opens, closes or is maintained (weapon length is an important factor here),</li> </ul></blockquote><p></p>
[QUOTE="pemerton, post: 8355098, member: 42582"] [USER=7031709]@Sam Crow[/USER] I think your system is potentially interesting. I wouldn't worry too much at this stage about criticisms of your exposition - it could be improved but I found it clear enough and was able to get the general gist. Setting out the action and resolution process in dot point form might help. Or charts for the different defensive options (eg what gear is needed?; how is the withdrawal handled?; what posture can it be used in?; etc). One thing I missed - does using Block force the character into defensive posture? Another thing I missed - what is the significance of shifting between postures? A third thing - how is action declaration handled? And a suggestion: your system is close to, though not identical to, Burning Wheel's detailed melee resolution system, Fight! I would suggest you might want to look at that. Some features of BW: [LIST] [*]action declaration is blind, mutual, and extends for 3 volleys (each volley normally has one or two actions); [*]it is possible to change declared actions down the track, but this soaks actions; [*]there are three "postures" - called "stances" in BW -[I] aggressive[/I], [I]defensive [/I]and [I]neutral[/I]: being in aggressive stance penalises defensive actions and augments attacks; vice versa for defensive stance; and neutral stance imposes no modifications; [*]changing stances itself costs an action; [*]BW doesn't have an analogue to your momentum, but it does have positioning - the rules for this have changed over editions, and I'm more familiar with the 2004 (Revised edition) version, which requires an opposed check at the top of each volley (which does not itself count as an action) to determine (depending on who tries to do what and who wins the check) whether the distance between fighters opens, closes or is maintained (weapon length is an important factor here), [/LIST] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Help Wanted - Fans of Combat Mechanics
Top