key mechanical elements for a cinematic/swashbuckling game

NCSUCodeMonkey said:
I agree, which is why I find that action points don't generate that kind of action at the table. Much better if their dramatic action is guaranteed success or always provides some sort of bonus. Then the non-swashbuckly players are looking for inventive ways to gain cool bonuses.

I agree with what's been said but I still think AP's help. I also agree that no action should be guaranteed to succeed. That's where AP's come in.

Example: Player says he wants to run, use one hand to do a cartwheel over the table, and then attack the bad guy from above as he soars over him. Awesome. However, the player has to pull it off. Make a Tumble check, if you succeed, the baddie will be flat-footed against your attack. Now the player will want to use an AP on their Tumble check because there is a benefit to success.

Encourage bonuses for swashing and buckling maneuvers; give the players AP's so they can pull them off. :)
 

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barsoomcore said:

I have it and I think it's decent. Definitely worth picking up for the ideas alone. That said, I've run a lot of chase scenes in my day, and I think I decided that this didn't quite work with the way I prefer them. No knock on it. Glassjaw should certainly get it and see what he thinks about it.

IH proves useful to stimulate players into doing things other than just attacking. As mentioned upthread though, D&D has a tendency to penalize actions or make them hard to do. Swashbuckling is all about encouraging them. Action Points is one way to get more things going, as are feats, talents, manuevers and other ways to make action cooler and more effective than just dishing out damage.
 

barsoomcore said:
This one thing I like about True20. Because it has no iterative attacks, all characters always have a move action to spend each round, so they might as well swing on the chandelier.

Attacks of Opportunity are another swash-de-buckler rule -- they put pressure on characters to move LESS, since moving exposes you to AoO's. Again, characters with multiple attacks are almost always better off NOT moving, just standing toe-to-toe and delivering damage.

I definitely agree that iterative attacks and AoO's encourage not moving.

I usually run most games from levels 1-10 so I'm not as concerned with iterative attacks. Actually, removing them altogether wouldn't change much and I'll probably do just for simplification.

AoO's are bit trickier IMO. I'm hesitant to remove them altogether because the impact on the system is fairly large. I think with some additional combat options, you can lessen the impact of AoO's.

One rule I like that encourages more movement is from Conan. Basically, you can move before and after your attack up to your movement rate. It's like Spring Attack except it doesn't prevent AoO's. However, what it does do is if you move, attack, and kill your target, you can continue moving (and there's no one left to take an AoO against you).

When I ran a Conan game, I also noticed that with this rule, people were inclined to move even if it did provoke an AoO, especially against mooks and the like. It also encouraged people to use Tumble more, which definitely adds to the swashing.

If you throw some more combat options (like challenges in Iron Heroes) and AP's, the players start to utilize them to pull off cool maneuvers.
 

Another neccisary element:

I must be able to leap off of a moving object of some kind to tackle my opponant. Strangly, I managed to do just this in a core DnD game just the other day...
 

It's not just D&D that penalizes cool actions - even Feng Shui makes doing cool things harder, despite the over-the-top martial arts focus of the game. Robin D Laws said it's the first thing he would change if he ever did a new edition of Feng Shui.

EDIT: Off-Topic-ish - how "revised" is Iron Heroes: Revised from Fiery Dragon?
 
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Zoatebix said:
EDIT: Off-Topic-ish - how "revised" is Iron Heroes: Revised from Fiery Dragon?

I was wondering that myself. It took a little hunting but I found the IH SRD that had all the updates in a pdf. I looked through it and most of the changes seemed to deal with class balancing, which I wasn't really interested in anyway.
 



ivocaliban said:
I've seen these cards mentioned quite a bit in the past few days, but the link has never worked. I'm not disputing that the link is in error, it just never opens properly. Anyone else having this problem?
My site is currently down. It's unfortunate, but it's temporary. I'll post in this thread when it's back up.

Apologies!
 

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