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General Tabletop Discussion
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Observations on matching "One vs. Many" combat mechanics to cinematic combat
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<blockquote data-quote="John Out West" data-source="post: 7555396" data-attributes="member: 6893656"><p>What I did in <a href="https://westboundgame.com/" target="_blank">Westbound </a>was make enemies either Coordinated or Uncoordinated. Uncoordinated meant that a team of creatures under the control of one player or DM could not attack the same target twice in one round. Players could attack the same creature, but a player with a pet would have to choose two different targets. With Feats, a player could be coordinated with their pet wolf or a DM may have a Captain that makes his men Coordinated, but most of the time characters are Uncoordinated.</p><p></p><p>Having multiple creatures, for the DM, means a higher chance of dealing higher damage in that single strike, but it also allowed a single PC to fight 5 Goblins without being overwhelmed instantly by 10 glass shanks.</p><p></p><p>The system's characters have extremely low HP and characters are most often killed in a single powerful attack. Allowing multiple attacks per character per round would have forced me to go back to the drawing board at the very beginning, but this works extremely well for the system. Most players have extremely low health, fights tend to last 10-20 minutes, and with a stroke of luck a player can have a powerful and memorable attack.</p><p></p><p>If you're looking for an example to the original question, you can check out the free pdf in the <a href="https://westboundgame.com/" target="_blank">link</a>.</p></blockquote><p></p>
[QUOTE="John Out West, post: 7555396, member: 6893656"] What I did in [URL="https://westboundgame.com/"]Westbound [/URL]was make enemies either Coordinated or Uncoordinated. Uncoordinated meant that a team of creatures under the control of one player or DM could not attack the same target twice in one round. Players could attack the same creature, but a player with a pet would have to choose two different targets. With Feats, a player could be coordinated with their pet wolf or a DM may have a Captain that makes his men Coordinated, but most of the time characters are Uncoordinated. Having multiple creatures, for the DM, means a higher chance of dealing higher damage in that single strike, but it also allowed a single PC to fight 5 Goblins without being overwhelmed instantly by 10 glass shanks. The system's characters have extremely low HP and characters are most often killed in a single powerful attack. Allowing multiple attacks per character per round would have forced me to go back to the drawing board at the very beginning, but this works extremely well for the system. Most players have extremely low health, fights tend to last 10-20 minutes, and with a stroke of luck a player can have a powerful and memorable attack. If you're looking for an example to the original question, you can check out the free pdf in the [URL="https://westboundgame.com/"]link[/URL]. [/QUOTE]
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