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[RCFG] RCFG Ongoing Development!
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<blockquote data-quote="ExploderWizard" data-source="post: 4595332" data-attributes="member: 66434"><p>I just checked out your preview teaser. There are some interesting ideas there. I am reminded of the GURPS All-out-attack options for accuracy or damage from some of the fighting styles.<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p> </p><p>The attack modes are a great way to introduce tactical choice without having to implement flashy powers for a plain fighting man and I like that aspect.</p><p> </p><p>One thing about D&D combat that always bugged me was the lack of sufficient options for defensive fighting. Your system addresses that issue which is good thing.</p><p> </p><p>Things to consider:</p><p> </p><p>1) If a skill rank has a value of 1 which can be used for attack, AC, or damage, remember the relative value of a +1 (5%) to either hit or defense compared to its relevant damage value. A +1 to hit is significant at every level of play whereas a single point of damage loses value as levels and hit point pools increase. In a GURPS like system where damage threshold doesn't increase with fighting skill, such a trade off would be more valuable.</p><p> </p><p>2) The table is a bit intimidating for a D&D like combat system. I can envision constant referencing to determine what modes are available and trying to remember what weapons have an ACP and hit/damage/AC calculation for switching weapons/modes for a combat with many foes. You may have better skills for juggling these numbers on the fly than others do.</p><p> </p><p>Overall I like the idea but at a glance there seems to be too many dependent, shifting modifiers to track for a fast paced combat.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 4595332, member: 66434"] I just checked out your preview teaser. There are some interesting ideas there. I am reminded of the GURPS All-out-attack options for accuracy or damage from some of the fighting styles.:) The attack modes are a great way to introduce tactical choice without having to implement flashy powers for a plain fighting man and I like that aspect. One thing about D&D combat that always bugged me was the lack of sufficient options for defensive fighting. Your system addresses that issue which is good thing. Things to consider: 1) If a skill rank has a value of 1 which can be used for attack, AC, or damage, remember the relative value of a +1 (5%) to either hit or defense compared to its relevant damage value. A +1 to hit is significant at every level of play whereas a single point of damage loses value as levels and hit point pools increase. In a GURPS like system where damage threshold doesn't increase with fighting skill, such a trade off would be more valuable. 2) The table is a bit intimidating for a D&D like combat system. I can envision constant referencing to determine what modes are available and trying to remember what weapons have an ACP and hit/damage/AC calculation for switching weapons/modes for a combat with many foes. You may have better skills for juggling these numbers on the fly than others do. Overall I like the idea but at a glance there seems to be too many dependent, shifting modifiers to track for a fast paced combat. [/QUOTE]
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