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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: 7556518" data-attributes="member: 6688937"><p>Not with a ruleset that is also trying to push cinematics, no. You can <em>beat</em> real-world speeds with some variants that reduce combat to a single roll.</p><p></p><p></p><p></p><p>Yikes. That's a tough one, because even within some sub genres "Injury" can vary wildly. I cant remember which movie it was, but one guy gets hurt early on, then he later tortures one of the heroes inflicting the same wound. Yet they seemed to have totally different impacts on the characters involved. </p><p></p><p></p><p></p><p>One thing I think you need to consider in many regards here is the "held at gunpoint" problem that trad rpgs have. Movie heroes are constantly held at bay or captured this way, but rpg HP totals often make the guards' crossbows a joke.* Another thing that might help both this and your first problem is some kind of courage/intimidation rolls that have to be made to engage. I'd imagine a ton of situational modifiers, but maybe there's a way to make it easier.</p><p></p><p>Come to think of it, a running "Courage" score for an action hero might be the answer to a lot of things. So, maybe you must spend courage to make attacks, or other action-y things, but you regain them in those moments when the character talk openly about their emotional needs to save the girlfriend...or whatever. Individual players could choose the recovery methods for their character to reflect their place/motivation. So, for example, a "duty bound" character gets some Courage when he gets his orders, but <u>also</u> when he pauses to restate those orders "I'm taking you in, Mr. Badguy." (Many movie fights involve pauses for the adversaries to talk or trade barbs. Those could just be times when they are pausing to re-charge their Courage stores. Might explain villains monologuing, too. I could easily imagine rules for Protectors, Hunter/Sleuths, Avengers, Zealots, Soldiers, probably more the longer I think about it. Probably should include ways to lose courage as well. Like, if the Protector sees an innocent held at gunpoint, he loses all Courage. Villains, I would think, can only gain courage when they see part of their plan thwarted. Thus, when the hero is first captured, the villain throws him in a tank with laser-armed sharks. Its only after the hero has impacted his plan that the villain can finally just try to straight-up shoot him. </p><p></p><p>I dunno if that's clear or not, but just having had the idea, its a little muddy yet.</p><p></p><p></p><p>*I'm reminded of an incident in a 1e campaign from years ago. The party is surrounded by badguys with crossbows and they demand surrender:</p><p>BARBARIAN: Every single one of them could hit and crit and I would still kill them all.</p><p>WIZARD: umm....I think three would kill me.</p></blockquote><p></p>
[QUOTE="Ratskinner, post: 7556518, member: 6688937"] Not with a ruleset that is also trying to push cinematics, no. You can [I]beat[/I] real-world speeds with some variants that reduce combat to a single roll. Yikes. That's a tough one, because even within some sub genres "Injury" can vary wildly. I cant remember which movie it was, but one guy gets hurt early on, then he later tortures one of the heroes inflicting the same wound. Yet they seemed to have totally different impacts on the characters involved. One thing I think you need to consider in many regards here is the "held at gunpoint" problem that trad rpgs have. Movie heroes are constantly held at bay or captured this way, but rpg HP totals often make the guards' crossbows a joke.* Another thing that might help both this and your first problem is some kind of courage/intimidation rolls that have to be made to engage. I'd imagine a ton of situational modifiers, but maybe there's a way to make it easier. Come to think of it, a running "Courage" score for an action hero might be the answer to a lot of things. So, maybe you must spend courage to make attacks, or other action-y things, but you regain them in those moments when the character talk openly about their emotional needs to save the girlfriend...or whatever. Individual players could choose the recovery methods for their character to reflect their place/motivation. So, for example, a "duty bound" character gets some Courage when he gets his orders, but [U]also[/U] when he pauses to restate those orders "I'm taking you in, Mr. Badguy." (Many movie fights involve pauses for the adversaries to talk or trade barbs. Those could just be times when they are pausing to re-charge their Courage stores. Might explain villains monologuing, too. I could easily imagine rules for Protectors, Hunter/Sleuths, Avengers, Zealots, Soldiers, probably more the longer I think about it. Probably should include ways to lose courage as well. Like, if the Protector sees an innocent held at gunpoint, he loses all Courage. Villains, I would think, can only gain courage when they see part of their plan thwarted. Thus, when the hero is first captured, the villain throws him in a tank with laser-armed sharks. Its only after the hero has impacted his plan that the villain can finally just try to straight-up shoot him. I dunno if that's clear or not, but just having had the idea, its a little muddy yet. *I'm reminded of an incident in a 1e campaign from years ago. The party is surrounded by badguys with crossbows and they demand surrender: BARBARIAN: Every single one of them could hit and crit and I would still kill them all. WIZARD: umm....I think three would kill me. [/QUOTE]
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