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General Tabletop Discussion
*TTRPGs General
Poll: Historical Kit & realistic rules
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<blockquote data-quote="Drifter Bob" data-source="post: 1678305" data-attributes="member: 17723"><p>Not a problem as long as you can round up a local play group. This project is initially going to be offered as a series of PDF's. One of my researchers who was also a playtester lives in New Zealand, another guy lives in Prague, and it looks like I'll be working with this fellow from Denmark. In the internet age, the world is a small neighborhood my friend...</p><p></p><p></p><p></p><p>Actually our system is heavily focused on making combat more realistic and nuanced with animals and monsters just as much as with other human (oids). One of the things I really didn't like about 1E D&D and so many D&D inspired CRPG's up until today, is the way animals fight, sitting there taking a bite, then waiting to be hit, then biting again etc. Thats really silly. With 3.X D&D you can take advantage of grapple, improved grab etc., and we do so with these rules even more. That is why you will notice so many of the sample feats I listed above are expediencies against grapple, by conveying extra opportunity attacks or allowing a sidestep etc.: because a non-humanoid monster or animal (like a lion or a wolf) is often at it's most dangerous in a grapple.</p><p></p><p>Having said that, in our rules mods, humans can now very effectively use shorter weapons in grapple as well, which in conjunction with our critical hit system and armor bypass (which works against natural armor as well) can give a skilled human an advantage even in a grapple against a single animal opponent, ala Tarzan with his "iron tooth" (getting grappled by multiple predatory animals or monsters is much more dangerous however, which is why it's so important not to get pulled down!). Also, generally, precision is just as important as brawn in this system, and there are many ways to enhance your attacks, whether against that uppity Fop in the tavern, or the unwholseome beast from the haunted woods.... </p><p></p><p>DB</p></blockquote><p></p>
[QUOTE="Drifter Bob, post: 1678305, member: 17723"] Not a problem as long as you can round up a local play group. This project is initially going to be offered as a series of PDF's. One of my researchers who was also a playtester lives in New Zealand, another guy lives in Prague, and it looks like I'll be working with this fellow from Denmark. In the internet age, the world is a small neighborhood my friend... Actually our system is heavily focused on making combat more realistic and nuanced with animals and monsters just as much as with other human (oids). One of the things I really didn't like about 1E D&D and so many D&D inspired CRPG's up until today, is the way animals fight, sitting there taking a bite, then waiting to be hit, then biting again etc. Thats really silly. With 3.X D&D you can take advantage of grapple, improved grab etc., and we do so with these rules even more. That is why you will notice so many of the sample feats I listed above are expediencies against grapple, by conveying extra opportunity attacks or allowing a sidestep etc.: because a non-humanoid monster or animal (like a lion or a wolf) is often at it's most dangerous in a grapple. Having said that, in our rules mods, humans can now very effectively use shorter weapons in grapple as well, which in conjunction with our critical hit system and armor bypass (which works against natural armor as well) can give a skilled human an advantage even in a grapple against a single animal opponent, ala Tarzan with his "iron tooth" (getting grappled by multiple predatory animals or monsters is much more dangerous however, which is why it's so important not to get pulled down!). Also, generally, precision is just as important as brawn in this system, and there are many ways to enhance your attacks, whether against that uppity Fop in the tavern, or the unwholseome beast from the haunted woods.... DB [/QUOTE]
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