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Ok, can someone explain the "mook rule"
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<blockquote data-quote="Agback" data-source="post: 1347538" data-attributes="member: 5328"><p>I'm with you. A hero is a hero because he does hard stuff, not because he does easy stuff. So making something that would be hard in reality easy in the game makes the game less heroic, not more.</p><p></p><p>Mooks are from Chinese (Hong Kong) cinema, and there they work because the heroes do impressive-looking flashy stuff to deal with them. It doesn't look like a slugger beating up on a lot of teenagers, although the results are the same. But RPGs don't have the advantage of the visuals.</p><p></p><p>So my impression of 'mook rules' is they work to exactly the extent that they remind fans of kung fu movies of kung fu movies, and no further.</p><p></p><p>The first 'mook rule' of which I was aware was the AD&D rule that allowed a fighter to get one attack per level per round against foes of less than one hit die.</p><p></p><p>The first <em>explicit</em> mook rule of which I became aware was that in <em>Bushido</em>, which had 'extras' who went down with one hit, any hit.</p><p></p><p>The first time I ran across a mook rule so called was in <em>Feng Shui<em>, where my character turned out to be better against named characters than against mooks. (He did a lot of damage with each hit, which is no advantage against mooks. But he was not very accurate, and in <em>Feng Shui</em> mooks are <em>harder to hit</em> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":eek:" title="Eek! :eek:" data-smilie="9"data-shortname=":eek:" />)</em></em></p><p><em><em></em></em></p><p><em><em>Regards,</em></em></p><p><em><em></em></em></p><p><em><em></em></em></p><p><em><em>Agback</em></em></p></blockquote><p></p>
[QUOTE="Agback, post: 1347538, member: 5328"] I'm with you. A hero is a hero because he does hard stuff, not because he does easy stuff. So making something that would be hard in reality easy in the game makes the game less heroic, not more. Mooks are from Chinese (Hong Kong) cinema, and there they work because the heroes do impressive-looking flashy stuff to deal with them. It doesn't look like a slugger beating up on a lot of teenagers, although the results are the same. But RPGs don't have the advantage of the visuals. So my impression of 'mook rules' is they work to exactly the extent that they remind fans of kung fu movies of kung fu movies, and no further. The first 'mook rule' of which I was aware was the AD&D rule that allowed a fighter to get one attack per level per round against foes of less than one hit die. The first [i]explicit[/i] mook rule of which I became aware was that in [i]Bushido[/i], which had 'extras' who went down with one hit, any hit. The first time I ran across a mook rule so called was in [i]Feng Shui[i], where my character turned out to be better against named characters than against mooks. (He did a lot of damage with each hit, which is no advantage against mooks. But he was not very accurate, and in [i]Feng Shui[/i] mooks are [i]harder to hit[/i] :eek:) Regards, Agback[/i][/i] [/QUOTE]
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Ok, can someone explain the "mook rule"
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