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Observations on matching "One vs. Many" combat mechanics to cinematic combat
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<blockquote data-quote="Ratskinner" data-source="post: 7556135" data-attributes="member: 6688937"><p>Oh I get that. My problem with this idea is that between turn-based action and the weird fuzziness that comes with HP....that physics is so totally alien to our physics (or cinematic physics) that it beggars belief. No one IRL who has been injured in a fall considers that they have lost 35/42 of their ability to stay up and fighting at full strength. Rather, we know, "Wow, too bad he snapped his neck and died" to "That's a nasty compound fracture of his forearm" to "Wow, I got away lucky with just this twisted ankle." HP damage is generally narratively nonsensical wrt to common experience it literally functions like the energy bar above a video game character.</p><p></p><p></p><p></p><p>How many hit points is it worth (either as a raw number or percentage) for a monster to bite off your arm? When can I (If I can) as a DM narrate that event "fairly" or RAW? If I narrate that event, what impact does it have on future play for your character? I know the answers for games like Fate, Marvel Cortex+, most PbtA games, etc. but I can't discern from the D&D rules how to resolve this conundrum. ...and the thing is, except for hitting 0HP (variable by edition and game), you can apply that to any possible combat consequence you care to name. So, strong disagree from me to the idea that mechanics drive narration equally between the two systems.</p><p></p><p>Now, can you modify D&D to make this possible? Sure, but IME (and I've tried this) by the time you're done (before it, even) you've created a new system that more resembles one of the modern games with some D&D vestiges. The harder you push it, the worse it gets and its very soon into the process that you start thinking thoughts like "Wouldn't this be easier to start from the other direction and just add in some D&D-isms to the other system?" I mean, you're already talking about modifying the basic mechanical cycle of a D&D combat, just to represent the difficulty of a bunch of mooks coordinating their actions.</p><p></p><p>So, I would say that if you want to keep most of D&D....maybe look at 4e and port some of it over into 5e? (If you don't care about 5e, just play 4e.) Alternatively, you might want to come up with a list of "cinematic events" that you'd like to see in your combats and let the players select from them during or before the combats.</p></blockquote><p></p>
[QUOTE="Ratskinner, post: 7556135, member: 6688937"] Oh I get that. My problem with this idea is that between turn-based action and the weird fuzziness that comes with HP....that physics is so totally alien to our physics (or cinematic physics) that it beggars belief. No one IRL who has been injured in a fall considers that they have lost 35/42 of their ability to stay up and fighting at full strength. Rather, we know, "Wow, too bad he snapped his neck and died" to "That's a nasty compound fracture of his forearm" to "Wow, I got away lucky with just this twisted ankle." HP damage is generally narratively nonsensical wrt to common experience it literally functions like the energy bar above a video game character. How many hit points is it worth (either as a raw number or percentage) for a monster to bite off your arm? When can I (If I can) as a DM narrate that event "fairly" or RAW? If I narrate that event, what impact does it have on future play for your character? I know the answers for games like Fate, Marvel Cortex+, most PbtA games, etc. but I can't discern from the D&D rules how to resolve this conundrum. ...and the thing is, except for hitting 0HP (variable by edition and game), you can apply that to any possible combat consequence you care to name. So, strong disagree from me to the idea that mechanics drive narration equally between the two systems. Now, can you modify D&D to make this possible? Sure, but IME (and I've tried this) by the time you're done (before it, even) you've created a new system that more resembles one of the modern games with some D&D vestiges. The harder you push it, the worse it gets and its very soon into the process that you start thinking thoughts like "Wouldn't this be easier to start from the other direction and just add in some D&D-isms to the other system?" I mean, you're already talking about modifying the basic mechanical cycle of a D&D combat, just to represent the difficulty of a bunch of mooks coordinating their actions. So, I would say that if you want to keep most of D&D....maybe look at 4e and port some of it over into 5e? (If you don't care about 5e, just play 4e.) Alternatively, you might want to come up with a list of "cinematic events" that you'd like to see in your combats and let the players select from them during or before the combats. [/QUOTE]
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