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Peril - wherein RangerWickett reinvents the wheel
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<blockquote data-quote="zztong" data-source="post: 7931819" data-attributes="member: 6943414"><p>You rang? Oh, read the first post. Got it.</p><p></p><p>Okay, I've skimmed it. (Available time only permits so much.) You're building a system to simulate a duel. That will let you go into lots of detail and more complexity because you'll have a small number of combatants and your base premise that the combatants move relative to each other to gain an advantage rings true to life.</p><p></p><p>Actually, I think the most mobile combat is a 2 on 1 situation in an open setting. The 1 will attempt to maneuver such that the 2 are in each other's way.</p><p></p><p>A friend of mine really liked a game where a duel was handled via a card game. He wanted to simulate fencing and that system gave a nice move and counter-move feel. I wish I could remember its name.</p><p></p><p>I am legitimately interested to know how your system works out for you, mostly because I have friends who like duels.</p><p></p><p>Alas, my own games/adventures are not in simulating duels. I generally run plots where combat features many combatants. (Think 20 on 20, 40 on 10, or something on a scale of 20 to 100 combatants.) Fights on a larger scale aren't necessarily characterized by great individual mobility, and it becomes more important to interleave the attacks, so preferably no more than one attack per combatant with an option for limited movement. The drama is more at the level of who lives and dies, or who holds out against the odds.</p><p></p><p>Part of the frustration with PF2 was it was getting farther from that and closer to supporting duels. And, if you're really focused on duels, then PF2 combat probably doesn't have enough detail/features since it appears to be focused on fights with 5-10 combatants.</p></blockquote><p></p>
[QUOTE="zztong, post: 7931819, member: 6943414"] You rang? Oh, read the first post. Got it. Okay, I've skimmed it. (Available time only permits so much.) You're building a system to simulate a duel. That will let you go into lots of detail and more complexity because you'll have a small number of combatants and your base premise that the combatants move relative to each other to gain an advantage rings true to life. Actually, I think the most mobile combat is a 2 on 1 situation in an open setting. The 1 will attempt to maneuver such that the 2 are in each other's way. A friend of mine really liked a game where a duel was handled via a card game. He wanted to simulate fencing and that system gave a nice move and counter-move feel. I wish I could remember its name. I am legitimately interested to know how your system works out for you, mostly because I have friends who like duels. Alas, my own games/adventures are not in simulating duels. I generally run plots where combat features many combatants. (Think 20 on 20, 40 on 10, or something on a scale of 20 to 100 combatants.) Fights on a larger scale aren't necessarily characterized by great individual mobility, and it becomes more important to interleave the attacks, so preferably no more than one attack per combatant with an option for limited movement. The drama is more at the level of who lives and dies, or who holds out against the odds. Part of the frustration with PF2 was it was getting farther from that and closer to supporting duels. And, if you're really focused on duels, then PF2 combat probably doesn't have enough detail/features since it appears to be focused on fights with 5-10 combatants. [/QUOTE]
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Peril - wherein RangerWickett reinvents the wheel
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