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<blockquote data-quote="mmadsen" data-source="post: 9713314" data-attributes="member: 1645"><p>RPGs don’t generally model waiting for an opening, and if they do have a feint maneuver, it’s generally either worth doing or not worth doing, not something that comes up from time to time.</p><p></p><p>I’ve thought about modeling openings by having characters roll one of their attack dice (in, say, a 3d6 system), and then having a choice to attack using that die, or to defend (presumably with some bonus).</p><p></p><p>Interestingly Champions doesn’t just use a speed mechanic, but it also has endurance and recovery stats, so characters can’t generally attack non-stop without an occasional lull.</p><p></p><p>Modern firefights do generally involve frantic non-stop shooting when guys are caught out in the open, but pot shots against guys popping out of cover have unpredictable lulls, because the fighters are trying specifically to be unpredictable. Anyone who pops out like clockwork gets shot.</p></blockquote><p></p>
[QUOTE="mmadsen, post: 9713314, member: 1645"] RPGs don’t generally model waiting for an opening, and if they do have a feint maneuver, it’s generally either worth doing or not worth doing, not something that comes up from time to time. I’ve thought about modeling openings by having characters roll one of their attack dice (in, say, a 3d6 system), and then having a choice to attack using that die, or to defend (presumably with some bonus). Interestingly Champions doesn’t just use a speed mechanic, but it also has endurance and recovery stats, so characters can’t generally attack non-stop without an occasional lull. Modern firefights do generally involve frantic non-stop shooting when guys are caught out in the open, but pot shots against guys popping out of cover have unpredictable lulls, because the fighters are trying specifically to be unpredictable. Anyone who pops out like clockwork gets shot. [/QUOTE]
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