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Tension in combat
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<blockquote data-quote="RangerWickett" data-source="post: 5408702" data-attributes="member: 63"><p>The Capcom vs. SNK games had a 'groove' system (as in, you have to 'get into the groove' of combat). You needed a full super bar to pull off a super move, and you could accrue up to 3 super bars are once, which would let you pull off a really impressive move. </p><p></p><p>Different types of grooves let you charge your super bar in different ways. One was when you hit, I think, and another was when you took damage. Another just went up with tmie. They also had a few different tricks -- parrying or dodging or rolling or whatever.</p><p></p><p>The basic groove system for 4e would be to make a new Striker class that get 1 groove point whenever they use a tier 1 power (equivalent to a normal at-will power). They can spend 1 point to use a tier 2 power (akin to an encounter power), or 2 points to use a tier 3 power (basically a daily power). </p><p></p><p>The Defender class might get 1 point the first time he's hit, 1 point the first time he's bloodied, and 1 at the start of each round thereafter if he was hit since his last turn. </p><p></p><p>At 5th level you earn double the normal of groove points (to represent how you've got more encounters and dailies to use). You get triple at 9th level. Quadruple at 20th level. Not sure how to do leaders or controllers. </p><p></p><p>I suppose it could work. Or maybe just every round of combat, your power ratchets up automatically, without needing to track points and stuff. That's easier to do, better I think. You end up with the beginning of combat feeling like a brawl, the middle of combat being a knife fight, and the end of combat a gun fight. And if the fight goes on too long, it turns into rocket tag.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 5408702, member: 63"] The Capcom vs. SNK games had a 'groove' system (as in, you have to 'get into the groove' of combat). You needed a full super bar to pull off a super move, and you could accrue up to 3 super bars are once, which would let you pull off a really impressive move. Different types of grooves let you charge your super bar in different ways. One was when you hit, I think, and another was when you took damage. Another just went up with tmie. They also had a few different tricks -- parrying or dodging or rolling or whatever. The basic groove system for 4e would be to make a new Striker class that get 1 groove point whenever they use a tier 1 power (equivalent to a normal at-will power). They can spend 1 point to use a tier 2 power (akin to an encounter power), or 2 points to use a tier 3 power (basically a daily power). The Defender class might get 1 point the first time he's hit, 1 point the first time he's bloodied, and 1 at the start of each round thereafter if he was hit since his last turn. At 5th level you earn double the normal of groove points (to represent how you've got more encounters and dailies to use). You get triple at 9th level. Quadruple at 20th level. Not sure how to do leaders or controllers. I suppose it could work. Or maybe just every round of combat, your power ratchets up automatically, without needing to track points and stuff. That's easier to do, better I think. You end up with the beginning of combat feeling like a brawl, the middle of combat being a knife fight, and the end of combat a gun fight. And if the fight goes on too long, it turns into rocket tag. [/QUOTE]
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