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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="Alexander Kalinowski" data-source="post: 7556695" data-attributes="member: 6931283"><p>You can't be consistent across all movies and all franchises and all genres. But if you take a look big picture, a few relevations emerge. I'll get back to it.</p><p></p><p></p><p>This is a great point: I'm currently designing a scenario for my system which involves a dragon and so far I have had the fear factor only impact attack/defense, not closing the range. Thanks for pointing this out.</p><p>As for the being held at gunpoint, I observed that Mooks are lousy shots unless it becomes too unplausible that they would miss ("held at gunpoint"). So if they don't have a certain "final" percentage to hit, they'll get another -15% (or rather something like that) saddled on top of it, which makes it kinda unlikely for them to hit. </p><p></p><p></p><p>By doing that, you're making the game about Courage. Maybe not as strongly as Vampire made the game about Humanity but you still communicate via the character sheet: Courage is one central theme in this game. We're bothering to giving it a dedicated pool of points. Not a bad idea - but I would use it only if that's the game I wanted to run.</p><p></p><p></p><p>Yeah, that reminds me that part of my trouble with D&D is that hitpoints easily evoke "being meatpoints". Certainly, you don't have to narrate losing hitpoints as being wounded (and you probably shouldn't) but it's an impulse you consciously have to fight against. I think good dice mechanics are mechanics that evoke the right mental imagery on their own. (But since combat is so complex, you'll always have to make compromises.)</p><p></p><p></p><p></p><p>Ah, yes, the original Twilight. "Coolness under Fire", I remember. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>I've developed my own system and I'm doing something like that (but rolling against fighting skill because experienced fighter hesitate less and move so that their allies block them less frequently). I don't like entirely adding another roll and the frustration potential it brings but the it is the most accurate solution I have come up with.</p><p></p><p>Good discussion, guys!</p></blockquote><p></p>
[QUOTE="Alexander Kalinowski, post: 7556695, member: 6931283"] You can't be consistent across all movies and all franchises and all genres. But if you take a look big picture, a few relevations emerge. I'll get back to it. This is a great point: I'm currently designing a scenario for my system which involves a dragon and so far I have had the fear factor only impact attack/defense, not closing the range. Thanks for pointing this out. As for the being held at gunpoint, I observed that Mooks are lousy shots unless it becomes too unplausible that they would miss ("held at gunpoint"). So if they don't have a certain "final" percentage to hit, they'll get another -15% (or rather something like that) saddled on top of it, which makes it kinda unlikely for them to hit. By doing that, you're making the game about Courage. Maybe not as strongly as Vampire made the game about Humanity but you still communicate via the character sheet: Courage is one central theme in this game. We're bothering to giving it a dedicated pool of points. Not a bad idea - but I would use it only if that's the game I wanted to run. Yeah, that reminds me that part of my trouble with D&D is that hitpoints easily evoke "being meatpoints". Certainly, you don't have to narrate losing hitpoints as being wounded (and you probably shouldn't) but it's an impulse you consciously have to fight against. I think good dice mechanics are mechanics that evoke the right mental imagery on their own. (But since combat is so complex, you'll always have to make compromises.) Ah, yes, the original Twilight. "Coolness under Fire", I remember. :) I've developed my own system and I'm doing something like that (but rolling against fighting skill because experienced fighter hesitate less and move so that their allies block them less frequently). I don't like entirely adding another roll and the frustration potential it brings but the it is the most accurate solution I have come up with. Good discussion, guys! [/QUOTE]
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