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General Tabletop Discussion
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Idle Musings: Inverted Interrupts, Focus Fire, and Combat Flow
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<blockquote data-quote="Gryph" data-source="post: 5851994" data-attributes="member: 98071"><p>Sorry about my little tangent on focus fire.</p><p> </p><p>I played a lot of DragonQuest baclk in the day. For about 10 years between 1985 and 1995 it was my group's system of choice. I have very fond memories of DQs differencing of Close, Melee (engaged) and not Engaged. Though if I remember correctly, DQ gave resolved the engaged actions first and then you resolved the unengaged characters.</p><p> </p><p>I'm not sure I would like to see a lot of changes to abilities based on engagment status, though some actions being available might work. What I really liked about how DQ treated engaged was the way it changed the movement rules. Once you were engaged you had to change your movement mode or get hit with a reaction attack.</p><p> </p><p>I know you are looking for non-interrupt ways to handle combat flow, but I think a small number of tightly defined triggers that lead to free attacks gives a more natural feel and (dis)incentive to behaviors you want to inhibit. I think you need to have some level of risk for ignoring an opponent to reinforce the benefit you might gain for being unengaged. Otherwise I think you'll get a far number of players deciding the gain isn't worth the effort of achieving and their behavior won't change. </p><p> </p><p>If you make the benfit too great, you run the risk of introducing another kind of gamist approach to combat. Seeking to remain disengaged when it would make more sense in story to stay up close and personal.</p><p> </p><p>I think a little stick and a little carrot is going to get more traction with players than either alone.</p></blockquote><p></p>
[QUOTE="Gryph, post: 5851994, member: 98071"] Sorry about my little tangent on focus fire. I played a lot of DragonQuest baclk in the day. For about 10 years between 1985 and 1995 it was my group's system of choice. I have very fond memories of DQs differencing of Close, Melee (engaged) and not Engaged. Though if I remember correctly, DQ gave resolved the engaged actions first and then you resolved the unengaged characters. I'm not sure I would like to see a lot of changes to abilities based on engagment status, though some actions being available might work. What I really liked about how DQ treated engaged was the way it changed the movement rules. Once you were engaged you had to change your movement mode or get hit with a reaction attack. I know you are looking for non-interrupt ways to handle combat flow, but I think a small number of tightly defined triggers that lead to free attacks gives a more natural feel and (dis)incentive to behaviors you want to inhibit. I think you need to have some level of risk for ignoring an opponent to reinforce the benefit you might gain for being unengaged. Otherwise I think you'll get a far number of players deciding the gain isn't worth the effort of achieving and their behavior won't change. If you make the benfit too great, you run the risk of introducing another kind of gamist approach to combat. Seeking to remain disengaged when it would make more sense in story to stay up close and personal. I think a little stick and a little carrot is going to get more traction with players than either alone. [/QUOTE]
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Idle Musings: Inverted Interrupts, Focus Fire, and Combat Flow
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