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How many hits can a mook take?
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<blockquote data-quote="GMMichael" data-source="post: 8090490" data-attributes="member: 6685730"><p>I'd definitely like to use these ideas - how would the narrative play out, and incorporate a degree-of-success (DoS) or two.</p><p></p><p>Actual mooks, the "insignificant" ones, should be defeated with a successful attack - or even on a failed attack with something going wrong for the PC. It seems a little more cinematic if that mook defends a couple of times first, though. But it's probably not the worst thing if a mook fails to defend, because that's more glory for the attacking PC. The narrative can add the interest in place of the combat rules, describing the desperate attempts represented by each defense, and the final (or not so final) moments of the mook after the PC's hit.</p><p></p><p>A bigger mook though - tiger, ogre, BIG skeleton - might be expected to last a little longer, and this is where I might try a DoS. If the successful attack is just passing - the mook wears down. If the attack is critical - skip to death sequence.</p><p></p><p>Or a minimum number of contests for big mooks could work (the Owl's three-count is fair because it echoes strikes in baseball or extra lives in early video games). Then a big, seemingly tough, mook could still be defeated after one good attack as long as there were two interesting previous attempts before that, successful or otherwise.</p></blockquote><p></p>
[QUOTE="GMMichael, post: 8090490, member: 6685730"] I'd definitely like to use these ideas - how would the narrative play out, and incorporate a degree-of-success (DoS) or two. Actual mooks, the "insignificant" ones, should be defeated with a successful attack - or even on a failed attack with something going wrong for the PC. It seems a little more cinematic if that mook defends a couple of times first, though. But it's probably not the worst thing if a mook fails to defend, because that's more glory for the attacking PC. The narrative can add the interest in place of the combat rules, describing the desperate attempts represented by each defense, and the final (or not so final) moments of the mook after the PC's hit. A bigger mook though - tiger, ogre, BIG skeleton - might be expected to last a little longer, and this is where I might try a DoS. If the successful attack is just passing - the mook wears down. If the attack is critical - skip to death sequence. Or a minimum number of contests for big mooks could work (the Owl's three-count is fair because it echoes strikes in baseball or extra lives in early video games). Then a big, seemingly tough, mook could still be defeated after one good attack as long as there were two interesting previous attempts before that, successful or otherwise. [/QUOTE]
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