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Martial arts affecting your GMing style
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<blockquote data-quote="Galloglaich" data-source="post: 4758104" data-attributes="member: 77019"><p>This isn't necessarily the case. If you are talking specifically about my system, Codex Martialis, the core of it is very simple. You literally hold your options in your hand, four dice, you decide how many to use for attacks, defense, or movement. To me that is a lot simpler than full combat option, move equivalent action, five foot step, run action, fight defensive action etc. etc.. That is the core idea, there you can have it, you don't even need the PDF <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p> </p><p>Everything else in that book amounts to components you can add (or not) as you see fit.</p><p> </p><p>It is important to realise that incrorporating realism, History, Mythology etc. into the research that goes into your game design does <strong><em>not </em></strong>relate to how complex your game is. That is a false dichotomy.</p><p> </p><p>Codex is a realistic combat system about the same level of complexity as 3.5E, (what I would call 'medium complexity') but there are also pretty realistic games which are simpler than the Codex, like Burning Wheel or Cthulhu Dark Ages, (low complexity) and those which are more complex (TROS). Just like there are <em>many </em>simple, medium complexity and highly complex games which are very unrealistic, (mostly medium and high)... I won't mention any by name here lest I annoy people.</p><p> </p><p>All I'm saying is a solid grounding of realistic combat (or any other 'real' element you want to model) can help you build a better game at whatever level of complexity you like. I don't know why that is so hard to understand.</p><p> </p><p>If you like unrealistic games explicitly, (and it sounds like you do) drive on man, you have plenty to choose from. If you think there aren't enough simple games, I believe part of the reason why is that unrealistic designs actually tend to accumulate more and more rules in fruitless efforts to make them work.</p><p> </p><p>G.</p></blockquote><p></p>
[QUOTE="Galloglaich, post: 4758104, member: 77019"] This isn't necessarily the case. If you are talking specifically about my system, Codex Martialis, the core of it is very simple. You literally hold your options in your hand, four dice, you decide how many to use for attacks, defense, or movement. To me that is a lot simpler than full combat option, move equivalent action, five foot step, run action, fight defensive action etc. etc.. That is the core idea, there you can have it, you don't even need the PDF :) Everything else in that book amounts to components you can add (or not) as you see fit. It is important to realise that incrorporating realism, History, Mythology etc. into the research that goes into your game design does [B][I]not [/I][/B]relate to how complex your game is. That is a false dichotomy. Codex is a realistic combat system about the same level of complexity as 3.5E, (what I would call 'medium complexity') but there are also pretty realistic games which are simpler than the Codex, like Burning Wheel or Cthulhu Dark Ages, (low complexity) and those which are more complex (TROS). Just like there are [I]many [/I]simple, medium complexity and highly complex games which are very unrealistic, (mostly medium and high)... I won't mention any by name here lest I annoy people. All I'm saying is a solid grounding of realistic combat (or any other 'real' element you want to model) can help you build a better game at whatever level of complexity you like. I don't know why that is so hard to understand. If you like unrealistic games explicitly, (and it sounds like you do) drive on man, you have plenty to choose from. If you think there aren't enough simple games, I believe part of the reason why is that unrealistic designs actually tend to accumulate more and more rules in fruitless efforts to make them work. G. [/QUOTE]
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