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Martial arts affecting your GMing style
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<blockquote data-quote="Janx" data-source="post: 4757901" data-attributes="member: 8835"><p>If I were to take what I know about fighting, and applied it to GMing, I'd consider the following:</p><p></p><p>movement: barring a tight space, combatants would be moving constantly. To keep with D&D's heroic feel, I'd make sure moving was rewared, not punished. This might mean using more 5' steps, or making AoO less likely.</p><p></p><p>HP and AC: As currently defined, they make it hard for players to relate how much damage they take in relation to the type of injury. To support a hit being serious, but not horribly crippling PCs, I'd effectively increase AC (make getting hit less likely, the storm trooper effect), reduce overall HP (they don't ramp up so much), and set a model for damage=side effect. I'd also throw in a healing system that makes it easier to recover.</p><p></p><p>In any event, the changes would attempt to keep the overall game play the same, but make the stats reflect what's really going on.</p><p></p><p>One way my experience has altered how I DM, is I created a "dojo" for the monk, that had enough detail based on merging a real style with fiction. The result is a dojo system that fits the rules (no new rules), but supplies all the fluff and advanvement to make it seem realistic. (also available in a past blog entry).</p></blockquote><p></p>
[QUOTE="Janx, post: 4757901, member: 8835"] If I were to take what I know about fighting, and applied it to GMing, I'd consider the following: movement: barring a tight space, combatants would be moving constantly. To keep with D&D's heroic feel, I'd make sure moving was rewared, not punished. This might mean using more 5' steps, or making AoO less likely. HP and AC: As currently defined, they make it hard for players to relate how much damage they take in relation to the type of injury. To support a hit being serious, but not horribly crippling PCs, I'd effectively increase AC (make getting hit less likely, the storm trooper effect), reduce overall HP (they don't ramp up so much), and set a model for damage=side effect. I'd also throw in a healing system that makes it easier to recover. In any event, the changes would attempt to keep the overall game play the same, but make the stats reflect what's really going on. One way my experience has altered how I DM, is I created a "dojo" for the monk, that had enough detail based on merging a real style with fiction. The result is a dojo system that fits the rules (no new rules), but supplies all the fluff and advanvement to make it seem realistic. (also available in a past blog entry). [/QUOTE]
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