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<blockquote data-quote="Celebrim" data-source="post: 3752675" data-attributes="member: 4937"><p>There are alot of responces I'd like to make with that starting with, "How do you know that?" I'm sure of that, although I am sure that multiple attacks with a single standard action would probably be available as a feat (or feat like ability). But I'm being deliberate vague with the specifics of the mechanic because I haven't seen them. It's entirely possible that you won't be able to make multiple attacks using the standard attack action (without some 'rule breaking' ability). </p><p></p><p>The other responce at the top of my head is, "So?" If that were true, you've just made the 5' step bigger. </p><p></p><p></p><p></p><p>Yes, you do. You say that you want a quick resolution system for moves and stunts because you want the mechanics to encourage the game to have a cinematic quality. Play a video game, because pen and paper will never have one. The reason is simple. Stunts and moves from cinema are primarily exciting because they are real time, and pen and paper games (even the most elaborate ones like Star Fleet Battles) are forced in the interest of speed of resolution (HA!) to be turn based. I don't think I ever realized just how important of a distinction this was until I was involved in trying to port between the two different resolution styles. It just doesn't work in either direction. It's two wholly different tactical worlds.</p><p></p><p></p><p></p><p>I should have seen that particular reply coming and headed it off. Sure they will. If its a question of imagination, then you don't and wouldn't need the mechanics as props. You only need the mechanics as props because of a failure of your imagination. If it was just a question of imagination, then a fight between two characters slugging it out with nothing but full combat actions would be every bit as exciting as the most exciting cinematic fight ever filmed. But obviously, its not just a question of imagination, because about the second (or third or fourth) time your (or my) imagination is asked to visualize that fight without the props provided by mechanics it runs dry of interesting things to show you.</p><p></p><p>The fact of the matter is the humans are very visual creatures. If you look at the writers that successful describe combat in an entertaining and exciting way without visuals, they rely on a very different set of tricks and tools than Hollywood uses to create those stunts that have imprinted themselves on your imagination. Turn based RPGs need to rely on a different set of tricks than works of fiction.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 3752675, member: 4937"] There are alot of responces I'd like to make with that starting with, "How do you know that?" I'm sure of that, although I am sure that multiple attacks with a single standard action would probably be available as a feat (or feat like ability). But I'm being deliberate vague with the specifics of the mechanic because I haven't seen them. It's entirely possible that you won't be able to make multiple attacks using the standard attack action (without some 'rule breaking' ability). The other responce at the top of my head is, "So?" If that were true, you've just made the 5' step bigger. Yes, you do. You say that you want a quick resolution system for moves and stunts because you want the mechanics to encourage the game to have a cinematic quality. Play a video game, because pen and paper will never have one. The reason is simple. Stunts and moves from cinema are primarily exciting because they are real time, and pen and paper games (even the most elaborate ones like Star Fleet Battles) are forced in the interest of speed of resolution (HA!) to be turn based. I don't think I ever realized just how important of a distinction this was until I was involved in trying to port between the two different resolution styles. It just doesn't work in either direction. It's two wholly different tactical worlds. I should have seen that particular reply coming and headed it off. Sure they will. If its a question of imagination, then you don't and wouldn't need the mechanics as props. You only need the mechanics as props because of a failure of your imagination. If it was just a question of imagination, then a fight between two characters slugging it out with nothing but full combat actions would be every bit as exciting as the most exciting cinematic fight ever filmed. But obviously, its not just a question of imagination, because about the second (or third or fourth) time your (or my) imagination is asked to visualize that fight without the props provided by mechanics it runs dry of interesting things to show you. The fact of the matter is the humans are very visual creatures. If you look at the writers that successful describe combat in an entertaining and exciting way without visuals, they rely on a very different set of tricks and tools than Hollywood uses to create those stunts that have imprinted themselves on your imagination. Turn based RPGs need to rely on a different set of tricks than works of fiction. [/QUOTE]
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