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<blockquote data-quote="Galloglaich" data-source="post: 4491437" data-attributes="member: 77019"><p>I'm sorry I don't follow you. All I'm saying is I think the artificial and derivative constructs usually don't work on an instinctive level and feel 'off'. That's why nobody remembers most of tthem any more than they remember pizza huts culinary creations from 2004. </p><p></p><p>And because of this, I think you should pick your abstractions very carefully The further you move away from a grounding in the "real", I think the less likely you are to pull it off.</p><p></p><p></p><p></p><p>And yet, instead of some truly simple game, you play DnD? Or do you use the 1E basic set?</p><p></p><p></p><p></p><p>Why would use of martial arts in an RPG combat system require detailed 'placing of blows'. I suspect most gamers assume this because the early attempts to make "realistic" games worked that way, usually with enough charts to frighten a tax accountant. But most of the designers of those games didn't actually know martial arts and weren't fighters. They certainly didn't have a clue about HEMA.</p><p></p><p></p><p></p><p>If you are honest about it in most typical RPGs you actually do spend a fair amount of time thinking about rather complex mechanics, only they are made up abstractions which have little to do with the actual ebb and flow of a fight. They are rules for spells, magic items, special powers, and strange guidelines which at best only vaguely resemble a real fight (or even one on TV).</p><p></p><p>Imagine if you could game a real fight (or something from a good samurai flick, or star wars or the martrix) with less rules, arithmetic and die rolls than you would make to resolve a typical mid level 3.5 combat. Not tracking anything like bleeding rates or lung deflation, but the actual ebb and flow of combat, the interplay of tactics of each combatant. </p><p></p><p>This has actually already been done before, games like Riddle of Steel already proved that it was possible.</p><p></p><p></p><p></p><p>Yes, that sounds more like what I'm talking about. I'll have to look that up. The key question is, would it be possible to do something like that with relatively simple rules? Could you do it in DnD?</p><p></p><p>G.</p></blockquote><p></p>
[QUOTE="Galloglaich, post: 4491437, member: 77019"] I'm sorry I don't follow you. All I'm saying is I think the artificial and derivative constructs usually don't work on an instinctive level and feel 'off'. That's why nobody remembers most of tthem any more than they remember pizza huts culinary creations from 2004. And because of this, I think you should pick your abstractions very carefully The further you move away from a grounding in the "real", I think the less likely you are to pull it off. And yet, instead of some truly simple game, you play DnD? Or do you use the 1E basic set? Why would use of martial arts in an RPG combat system require detailed 'placing of blows'. I suspect most gamers assume this because the early attempts to make "realistic" games worked that way, usually with enough charts to frighten a tax accountant. But most of the designers of those games didn't actually know martial arts and weren't fighters. They certainly didn't have a clue about HEMA. If you are honest about it in most typical RPGs you actually do spend a fair amount of time thinking about rather complex mechanics, only they are made up abstractions which have little to do with the actual ebb and flow of a fight. They are rules for spells, magic items, special powers, and strange guidelines which at best only vaguely resemble a real fight (or even one on TV). Imagine if you could game a real fight (or something from a good samurai flick, or star wars or the martrix) with less rules, arithmetic and die rolls than you would make to resolve a typical mid level 3.5 combat. Not tracking anything like bleeding rates or lung deflation, but the actual ebb and flow of combat, the interplay of tactics of each combatant. This has actually already been done before, games like Riddle of Steel already proved that it was possible. Yes, that sounds more like what I'm talking about. I'll have to look that up. The key question is, would it be possible to do something like that with relatively simple rules? Could you do it in DnD? G. [/QUOTE]
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