Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
More DMing analysis from Lewis Pulsipher
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Starfox" data-source="post: 6341001" data-attributes="member: 2303"><p>I didn't have time to comment on this when I first read it.</p><p></p><p>I feel this is a problem with games like 3E that tries to generalize maneuvers. Once you know how to trip, you can always trip-there is no need to wait for an opening, and the opponent has no way to look out for and guard against your recurring trip. Which can quickly get boring and repetitive. I'm going to list some possible ways to combat this situation:</p><p></p><p>Feng Shui had a "boring and repetitive" rule. If the GM judges and action repetitive, he can assign an arbitrary penalty. Feng Shui is supposed to be cinematic; your move was not cinematic enough and got cut. I'd append that the player should be given the option to try something else instead with his action, but that's me. This rules is simple and works in any game but not with any group.</p><p></p><p>4E tried to combat this with dailies and encounter powers; you can trip, but enemies will only fall for this once per fight. I could bye this explanation, but many (including most of my players) could not - it lacks verisimilitude.</p><p></p><p>There was a little-known combat card game called Highlander. A card game can solve this in that you have a random hand of possible maneuvers. If you read these as openings in your opponent's defenses, it is a solution to the problem. You can only trip when you have a trip card in your hand. (Highlander did not have a trip IIR, but you get the drift).</p><p></p><p>Fighting Fantasy was a book dueling game - each combatant was represented by a book with a position/stance on each page and a maneuver card with color-coded maneuvers. It was like advanced rock-paper-scissors. Certain positions were restricted; "Do only green or yellow next turn". Certain of these restrictions made you vulnerable to certain attacks - like trip. You could try to set the opponent up this way. Also, if one player consistently did trip attacks, the other would get wise to the tactic and use moves that were not vulnerable to trips. While interesting, this example is way too complex for rpgs in which you fight a lot, especially open melee (as opposed to duels).</p></blockquote><p></p>
[QUOTE="Starfox, post: 6341001, member: 2303"] I didn't have time to comment on this when I first read it. I feel this is a problem with games like 3E that tries to generalize maneuvers. Once you know how to trip, you can always trip-there is no need to wait for an opening, and the opponent has no way to look out for and guard against your recurring trip. Which can quickly get boring and repetitive. I'm going to list some possible ways to combat this situation: Feng Shui had a "boring and repetitive" rule. If the GM judges and action repetitive, he can assign an arbitrary penalty. Feng Shui is supposed to be cinematic; your move was not cinematic enough and got cut. I'd append that the player should be given the option to try something else instead with his action, but that's me. This rules is simple and works in any game but not with any group. 4E tried to combat this with dailies and encounter powers; you can trip, but enemies will only fall for this once per fight. I could bye this explanation, but many (including most of my players) could not - it lacks verisimilitude. There was a little-known combat card game called Highlander. A card game can solve this in that you have a random hand of possible maneuvers. If you read these as openings in your opponent's defenses, it is a solution to the problem. You can only trip when you have a trip card in your hand. (Highlander did not have a trip IIR, but you get the drift). Fighting Fantasy was a book dueling game - each combatant was represented by a book with a position/stance on each page and a maneuver card with color-coded maneuvers. It was like advanced rock-paper-scissors. Certain positions were restricted; "Do only green or yellow next turn". Certain of these restrictions made you vulnerable to certain attacks - like trip. You could try to set the opponent up this way. Also, if one player consistently did trip attacks, the other would get wise to the tactic and use moves that were not vulnerable to trips. While interesting, this example is way too complex for rpgs in which you fight a lot, especially open melee (as opposed to duels). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
More DMing analysis from Lewis Pulsipher
Top