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Quasi-Playtest: OSR Fighter
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<blockquote data-quote="MattW" data-source="post: 8352926" data-attributes="member: 7029432"><p>What? Why are your kobolds suicidal? Are they clinically depressed after seeing this wise-cracking paragon of martial virtue?</p><p></p><p>These are the actions I would expect after the Fighter has taken cover.</p><p></p><p>1. Kobolds breath sigh of relief. Messenger runs off to alert rest of the tribe and/or their employer.</p><p>2. Remaining kobolds stay ready to throw darts if the Fighter pokes his head out. They do NOT approach. </p><p>3. If he charges, they throw a dart and scatter. They've done their job. (They've given time for the alarm to be sounded)</p><p></p><p>But that's just a question of DM style.</p><p></p><p>Your final paragraph mentions "cinema". Is it your intention to have a more "cinematic" approach to combat? If so, there are probably simpler, quicker, and less dice-heavy ways to do it. <em>Pulp Cthulhu</em>, or <em>Adventure! </em>could provide inspiration.</p><p></p><p>QUICKER is important, by the way. You said that each round of combat would play like an entire scene. Which is great if it works for you and your players - and I can see it working well in a wargame that attempts to simulate gladiatorial combat. OTOH, some people who are used to "old school D&D" may find that boring and frustrating. I know some players will take an attitude something like... "It's taken us an hour to defeat one encounter. We're only 20 feet from where we started! Where's the plot?"</p></blockquote><p></p>
[QUOTE="MattW, post: 8352926, member: 7029432"] What? Why are your kobolds suicidal? Are they clinically depressed after seeing this wise-cracking paragon of martial virtue? These are the actions I would expect after the Fighter has taken cover. 1. Kobolds breath sigh of relief. Messenger runs off to alert rest of the tribe and/or their employer. 2. Remaining kobolds stay ready to throw darts if the Fighter pokes his head out. They do NOT approach. 3. If he charges, they throw a dart and scatter. They've done their job. (They've given time for the alarm to be sounded) But that's just a question of DM style. Your final paragraph mentions "cinema". Is it your intention to have a more "cinematic" approach to combat? If so, there are probably simpler, quicker, and less dice-heavy ways to do it. [I]Pulp Cthulhu[/I], or [I]Adventure! [/I]could provide inspiration. QUICKER is important, by the way. You said that each round of combat would play like an entire scene. Which is great if it works for you and your players - and I can see it working well in a wargame that attempts to simulate gladiatorial combat. OTOH, some people who are used to "old school D&D" may find that boring and frustrating. I know some players will take an attitude something like... "It's taken us an hour to defeat one encounter. We're only 20 feet from where we started! Where's the plot?" [/QUOTE]
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