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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: 7561530" data-attributes="member: 6931283"><p>Speed is good but you're never going to be anywhere near movie speed anyway. So what we're discussing is the difference in slo-mo factor. If a movie fights takes 1 minute, then resolving it in 15 minutes versus 45 minutes is (imho) not <em>that</em> important for the cinematic factor. That said, I like to seeing players take decisions under time pressure.</p><p></p><p></p><p>I don't see that, to be honest. You have to look at the rationalization that each game gives to understand what the damage represents. In the case of hitpoints, it is in a number of D&D editions a mix of meatpoints and luck. (Part of why my feelings towards D&D are lukewarm is the lack of distinction between these two separate resources.)</p><p>So, if a D&D GM wants to narrate the effect of a combatant losing 12 HPs, he'll either describe some kind of injury or he'll describe narrowly escaping injury, thus escaping luck. (As an aside, I find that Matt Mercer, as far as I have observed his GMing style, pretty much always does the former and I suspect many D&D GMs do. Hitpoints are not an evocative mechanic, they do not conjure the right imagery by themselves, as far as mixing meatpoints and fortune goes.) </p><p></p><p>In the case of Traveller it represents the effects of injury as well. The loss in physical stats represents injury. It's the ruleset's way of saying: you've been wounded. Therefore you narrate this event as GM as some character getting wounded. </p><p></p><p>Some damage abstractions are not very evocative of the fictional events associated with them (but they're associated nonetheless through the game's rules). If we conversely determine a wound in Hârnmaster, we have a pretty good idea of what just happened - it evokes fairly detailed mental imagery.</p></blockquote><p></p>
[QUOTE="Alexander Kalinowski, post: 7561530, member: 6931283"] Speed is good but you're never going to be anywhere near movie speed anyway. So what we're discussing is the difference in slo-mo factor. If a movie fights takes 1 minute, then resolving it in 15 minutes versus 45 minutes is (imho) not [I]that[/I] important for the cinematic factor. That said, I like to seeing players take decisions under time pressure. I don't see that, to be honest. You have to look at the rationalization that each game gives to understand what the damage represents. In the case of hitpoints, it is in a number of D&D editions a mix of meatpoints and luck. (Part of why my feelings towards D&D are lukewarm is the lack of distinction between these two separate resources.) So, if a D&D GM wants to narrate the effect of a combatant losing 12 HPs, he'll either describe some kind of injury or he'll describe narrowly escaping injury, thus escaping luck. (As an aside, I find that Matt Mercer, as far as I have observed his GMing style, pretty much always does the former and I suspect many D&D GMs do. Hitpoints are not an evocative mechanic, they do not conjure the right imagery by themselves, as far as mixing meatpoints and fortune goes.) In the case of Traveller it represents the effects of injury as well. The loss in physical stats represents injury. It's the ruleset's way of saying: you've been wounded. Therefore you narrate this event as GM as some character getting wounded. Some damage abstractions are not very evocative of the fictional events associated with them (but they're associated nonetheless through the game's rules). If we conversely determine a wound in Hârnmaster, we have a pretty good idea of what just happened - it evokes fairly detailed mental imagery. [/QUOTE]
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