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How do I make combat fun with minimal complexity?
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<blockquote data-quote="Dethklok" data-source="post: 6342411" data-attributes="member: 6746469"><p>This is the House Rules, Homebrews, & Conversion Library; but sorry if the position of the thread didn't make it clear that I'm interested in game design rather than GMing style.</p><p></p><p></p><p>Great; which maneuver beats which?</p><p></p><p></p><p>The first YouTube boxing video I find is <a href="https://www.youtube.com/watch?v=LpE0P-eP8xU" target="_blank">Manny Pacquiao Greatest Hits</a>.</p><p></p><p>Starting from 0:38, Pacquiao vs. Ledwaba, I count:</p><p>Pacquiao (head - incomplete footage)</p><p>Pacquiao (body)</p><p>Pacquiao (feint to head)</p><p>Pacquiao (body) ~ Ledwaba (head) exchange</p><p>Pacquiao (head)</p><p>--Cut--</p><p></p><p>The next fight starts at 0:55, Pacquiao vs. Barrera:</p><p>Pacquiao (head)</p><p>Pacquiao (head)</p><p>--Cut--</p><p></p><p>Roleplaying games don't <em>need</em> to be realistic or immersive, and the pacing of a fight isn't the only thing to be interested in. But to me, boxing would cease to be interesting entirely if it consisted of two gentlemanly pugilists taking turns punching at each other.</p><p></p><p></p><p></p><p>So that's what I'm asking; how do you think combat can be made more interesting with simple rules?</p><p></p><p></p><p></p><p>Are death spirals fun, then? (Actually I think they really can be, but I'll note that most people seem not to like them.)</p><p></p><p></p><p>Now that's interesting. So if I'm understanding you properly, what you've done, then, is to encourage characters to deploy themselves so that they can't be surrounded, and whenever possible, to try to concentrate their attacks on single opponents until they die, right?</p><p></p><p></p><p><a href="https://www.youtube.com/watch?v=tmKDQ4TWPC8" target="_blank">Ah</a>.</p></blockquote><p></p>
[QUOTE="Dethklok, post: 6342411, member: 6746469"] This is the House Rules, Homebrews, & Conversion Library; but sorry if the position of the thread didn't make it clear that I'm interested in game design rather than GMing style. Great; which maneuver beats which? The first YouTube boxing video I find is [URL="https://www.youtube.com/watch?v=LpE0P-eP8xU"]Manny Pacquiao Greatest Hits[/URL]. Starting from 0:38, Pacquiao vs. Ledwaba, I count: Pacquiao (head - incomplete footage) Pacquiao (body) Pacquiao (feint to head) Pacquiao (body) ~ Ledwaba (head) exchange Pacquiao (head) --Cut-- The next fight starts at 0:55, Pacquiao vs. Barrera: Pacquiao (head) Pacquiao (head) --Cut-- Roleplaying games don't [I]need[/I] to be realistic or immersive, and the pacing of a fight isn't the only thing to be interested in. But to me, boxing would cease to be interesting entirely if it consisted of two gentlemanly pugilists taking turns punching at each other. So that's what I'm asking; how do you think combat can be made more interesting with simple rules? Are death spirals fun, then? (Actually I think they really can be, but I'll note that most people seem not to like them.) Now that's interesting. So if I'm understanding you properly, what you've done, then, is to encourage characters to deploy themselves so that they can't be surrounded, and whenever possible, to try to concentrate their attacks on single opponents until they die, right? [URL="https://www.youtube.com/watch?v=tmKDQ4TWPC8"]Ah[/URL]. [/QUOTE]
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