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(OOC) Scourge of Daggerford (Full)
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<blockquote data-quote="FitzTheRuke" data-source="post: 8132913" data-attributes="member: 59816"><p>My problem with focus fire is from a story perspective (and only when people get carried away with it):</p><p></p><p>Focus fire is tactically sound only because of the weirdness of HP, where you 'know' you have to whittle-down enemies. It can do really strange things, IMO, to the story of a fight. We're not talking about large-scale battles where it's good to try to (for example) punch your way through the enemy lines (where 'focussed assault' makes sense) we're talking more like a street-rumble, where you tend to have numbers like six-on-eight. </p><p></p><p>If <em>everyone</em> on one side all goes for the "guy in the black leather jacket" not only would they all trip over each other to get at him, but they'd be leaving seven other guys to kill them from the back and sides. In a street-fight, while you don't need to exactly "pick your partner" you need to come as close as you can to doing that, or you or your friend is gonna get destroyed. That's why I don't like focussed fire. I don't mind it happening <em>a bit</em> but in very tactical-minded players it gets out of hand. </p><p></p><p>You guys usually do fine for what I prefer - some smart focussed fire then pick-your-partner mix. I guess I prefer an elegant mix of both.</p><p></p><p>I absolutely agree with Kahless regarding PCs being able to tell a bad guys AC & HP. I don't think an experienced combatant is going to have too much trouble knowing "He's hard to get at" and "I'm going to win this soon". They may not talk or think about things in the same terms as the game-rules, but they know about what they represent. I don't have a problem with the Players knowing. Never have.</p></blockquote><p></p>
[QUOTE="FitzTheRuke, post: 8132913, member: 59816"] My problem with focus fire is from a story perspective (and only when people get carried away with it): Focus fire is tactically sound only because of the weirdness of HP, where you 'know' you have to whittle-down enemies. It can do really strange things, IMO, to the story of a fight. We're not talking about large-scale battles where it's good to try to (for example) punch your way through the enemy lines (where 'focussed assault' makes sense) we're talking more like a street-rumble, where you tend to have numbers like six-on-eight. If [I]everyone[/I] on one side all goes for the "guy in the black leather jacket" not only would they all trip over each other to get at him, but they'd be leaving seven other guys to kill them from the back and sides. In a street-fight, while you don't need to exactly "pick your partner" you need to come as close as you can to doing that, or you or your friend is gonna get destroyed. That's why I don't like focussed fire. I don't mind it happening [I]a bit[/I] but in very tactical-minded players it gets out of hand. You guys usually do fine for what I prefer - some smart focussed fire then pick-your-partner mix. I guess I prefer an elegant mix of both. I absolutely agree with Kahless regarding PCs being able to tell a bad guys AC & HP. I don't think an experienced combatant is going to have too much trouble knowing "He's hard to get at" and "I'm going to win this soon". They may not talk or think about things in the same terms as the game-rules, but they know about what they represent. I don't have a problem with the Players knowing. Never have. [/QUOTE]
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