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Simulationist Combat
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<blockquote data-quote="Water Bob" data-source="post: 5603253" data-attributes="member: 92305"><p>What I'd like to have is a d20 compatible game where, at 1st level, a character learns the basic attacks: Chop, Slice, Pierce, Bash. And he learns the basic defense maneuvers: Parry and Dodge. </p><p> </p><p>Then, as the warrior gains more experience, he learns more sophisticated attack and defense forms. Combos and maneuvers like the feint, Dance Aside, Whirlwind Attack, Pantherish Dodge, and so on.</p><p> </p><p>Then, there would be attack styles (the basic two styles would be "Agressive" and "Defensive") with various pros and cons.</p><p> </p><p>I envision these rules as implemented in the game using Combat Maneuvers. Maybe there's a limit on how many combat maneuvers a character can learn, or, as with the Conan game, there is no limit to the number of Combat Maneuvers a character can know, but each maneuver has its own prerequisites.</p><p> </p><p>I'd like combat to flow like this, very descriptive: "I attempt to duck under my foe's flat swing, crouching at the knees, swinging with all my might to drive my axe into his hip."</p><p> </p><p>And, I'd like the players to have mechancial choices for different maneuvers that they can pull off. If I do this...then I get that...but at the expense of this...but the other alternative is to do this...</p><p> </p><p>That sort of thing.</p><p> </p><p> </p><p> </p><p>And, of course, I don't want to get bogged down into so much crunch that the game is not fun. Combat should flow. Be exciting. Which I think is quite possible once a player learns his various options (or picks some favorites that he uses over and over).</p><p> </p><p>I'd like to see players have favorite attack routines: This and this, followed by this.</p><p> </p><p>But, of course, I'd want to avoid one option being so superior to the other that all players chose it. There needs to be some balance in the combat maneuver choices.</p><p> </p><p>I know, I know. What I'm asking for here hasn't been written.</p><p> </p><p>And, as I said, I don't think I'm up to writing it right now, either.</p><p> </p><p>Hm.</p></blockquote><p></p>
[QUOTE="Water Bob, post: 5603253, member: 92305"] What I'd like to have is a d20 compatible game where, at 1st level, a character learns the basic attacks: Chop, Slice, Pierce, Bash. And he learns the basic defense maneuvers: Parry and Dodge. Then, as the warrior gains more experience, he learns more sophisticated attack and defense forms. Combos and maneuvers like the feint, Dance Aside, Whirlwind Attack, Pantherish Dodge, and so on. Then, there would be attack styles (the basic two styles would be "Agressive" and "Defensive") with various pros and cons. I envision these rules as implemented in the game using Combat Maneuvers. Maybe there's a limit on how many combat maneuvers a character can learn, or, as with the Conan game, there is no limit to the number of Combat Maneuvers a character can know, but each maneuver has its own prerequisites. I'd like combat to flow like this, very descriptive: "I attempt to duck under my foe's flat swing, crouching at the knees, swinging with all my might to drive my axe into his hip." And, I'd like the players to have mechancial choices for different maneuvers that they can pull off. If I do this...then I get that...but at the expense of this...but the other alternative is to do this... That sort of thing. And, of course, I don't want to get bogged down into so much crunch that the game is not fun. Combat should flow. Be exciting. Which I think is quite possible once a player learns his various options (or picks some favorites that he uses over and over). I'd like to see players have favorite attack routines: This and this, followed by this. But, of course, I'd want to avoid one option being so superior to the other that all players chose it. There needs to be some balance in the combat maneuver choices. I know, I know. What I'm asking for here hasn't been written. And, as I said, I don't think I'm up to writing it right now, either. Hm. [/QUOTE]
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