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Systems That Model The World Rather Than The Story
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<blockquote data-quote="Emberashh" data-source="post: 9164405" data-attributes="member: 7040941"><p>So to start, the Warrior has a core mechanic called <em>Techniques</em>, which form the basis of a battle combo system. Essentially, you string different maneuvers together, and you get escalating effects the longer you keep the chain going, up to a max of 5 moves per combo. </p><p></p><p>And many of the Techniques will be exactly the sort of thing you noted; Leg Strike is one, and Disarmament is another. If you watch <a href="https://youtu.be/XaI-EOVpDvo?si=uYOd6egOF-q-QMPW" target="_blank">this nifty fight</a>, you'll more or less know what Im going for. </p><p></p><p>So, by improvising an action to mimic these Techniques, you can access the same effects. Won't be as good or strong as it would be coming from the actual class (or by being a Battlemage or a Paladin, who both get lesser access to Techniques), but its there. And meanwhile there's also going to be Skill Actions, which can be used to invoke your offensive Skill (for martials this would be Striking), and that will give you a small range of options, most likely including your basic disarms and trips and such.</p><p></p><p>But as far as Durability goes, the idea is to keep it strictly in the wheelhouse of the defender to choose where they get hit, and then for the actual loss to be automatic as part of invoking that location to defend themselves. This avoids the convoluted randomization scheme, and keeps the tracking efficient; Durability isn't a constant loss, and you'll know by sight when to mark a loss because you'll just look for any 1s. </p><p></p><p>Meanwhile with NPCs, the idea is to avoid overloading the WK with a pile of widgets to fiddle with constantly. Instead of specific locations modelled in the same way as Players, they'll just have a generic Armor dice pool made up of specific moves representing how they defend themselves, and by attacking these locations you can disable these moves. </p><p></p><p>The reason that isn't done the same way for Players is because the individual items on a PC are much more robust than their NPC equivalents (outside of special enemies that might have Adventure ready loot rather than scrap fodder), so it matters more that each item is tracked individually. </p><p></p><p>Also avoids some potential confusion where people feel they should be able to keep using the same kind of Defensive move just because they have armor dice left in their pool.</p><p></p><p>Its a rather clever setup imo; in play they feel more or less identical, and the simplifications for the WK really shine when the PCs aren't fighting for their lives against common rabble anymore. The big important NPCs become more meaningful to track this for, and the rabble is more likely to die before their armor gets broken.</p></blockquote><p></p>
[QUOTE="Emberashh, post: 9164405, member: 7040941"] So to start, the Warrior has a core mechanic called [I]Techniques[/I], which form the basis of a battle combo system. Essentially, you string different maneuvers together, and you get escalating effects the longer you keep the chain going, up to a max of 5 moves per combo. And many of the Techniques will be exactly the sort of thing you noted; Leg Strike is one, and Disarmament is another. If you watch [URL='https://youtu.be/XaI-EOVpDvo?si=uYOd6egOF-q-QMPW']this nifty fight[/URL], you'll more or less know what Im going for. So, by improvising an action to mimic these Techniques, you can access the same effects. Won't be as good or strong as it would be coming from the actual class (or by being a Battlemage or a Paladin, who both get lesser access to Techniques), but its there. And meanwhile there's also going to be Skill Actions, which can be used to invoke your offensive Skill (for martials this would be Striking), and that will give you a small range of options, most likely including your basic disarms and trips and such. But as far as Durability goes, the idea is to keep it strictly in the wheelhouse of the defender to choose where they get hit, and then for the actual loss to be automatic as part of invoking that location to defend themselves. This avoids the convoluted randomization scheme, and keeps the tracking efficient; Durability isn't a constant loss, and you'll know by sight when to mark a loss because you'll just look for any 1s. Meanwhile with NPCs, the idea is to avoid overloading the WK with a pile of widgets to fiddle with constantly. Instead of specific locations modelled in the same way as Players, they'll just have a generic Armor dice pool made up of specific moves representing how they defend themselves, and by attacking these locations you can disable these moves. The reason that isn't done the same way for Players is because the individual items on a PC are much more robust than their NPC equivalents (outside of special enemies that might have Adventure ready loot rather than scrap fodder), so it matters more that each item is tracked individually. Also avoids some potential confusion where people feel they should be able to keep using the same kind of Defensive move just because they have armor dice left in their pool. Its a rather clever setup imo; in play they feel more or less identical, and the simplifications for the WK really shine when the PCs aren't fighting for their lives against common rabble anymore. The big important NPCs become more meaningful to track this for, and the rabble is more likely to die before their armor gets broken. [/QUOTE]
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