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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4265977" data-attributes="member: 710"><p>It is not absurd, it is just a matter of the degree of details.</p><p></p><p>3 and 4E combat basically assumes squares as smallest unit of space a creature can cover or affect. It also ignores facing. This means there is little in RAW that would allow you to describe the exact of circumstances that might allow you to make a Brutal Strike. The games just don't cover these specific details. </p><p></p><p>Maybe doing a Brutal Strike maneuver (let's pretend such a maneuver exists), you might need that your opponent is bending backwards, and trying to attack your left (or right, if left-handed), and requires you to be being in an upward movement. If you pull that off, you will probably hit the opponents torso and drop him to the ground, and he needs a lot of luck and effort to keep you from killing him (more damage). These kinds of details are not covered in the rules. </p><p></p><p>An alternative approach would be something like a "Combo"-power system. </p><p>First round, you deal slashing damage, second round, you make a bullrush, third round, you trip, and fourth round, your gain a +4 bonus to attack and deal triple damage.</p><p>This is similar to the 3E tactical feats. I think they were a nice idea, but they didn't play out so well in combat. Setting up the situations this way took a lot of effort and required to much specific circumstances.</p><p></p><p>Or something like Iron Heroes token system - it doesn't really tell us what you do when you collect your tokens, but if you have enough, you can fuel a special power. It's basically an abstraction of the combo-system.</p><p></p><p>The next step in abstraction is just guesstimate how often you can gather enough of these tokens per combat or day to get enough tokens for such an attack. And this leads us to a per encounter/per day mechanic.</p><p></p><p>I think one could try to move backwards along this line of abstractions and try to create a token-system for powers, and finally also a combo-system for them. But the highest playability value is probably still the last one, while the highest "immersion" value is the combo-system.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4265977, member: 710"] It is not absurd, it is just a matter of the degree of details. 3 and 4E combat basically assumes squares as smallest unit of space a creature can cover or affect. It also ignores facing. This means there is little in RAW that would allow you to describe the exact of circumstances that might allow you to make a Brutal Strike. The games just don't cover these specific details. Maybe doing a Brutal Strike maneuver (let's pretend such a maneuver exists), you might need that your opponent is bending backwards, and trying to attack your left (or right, if left-handed), and requires you to be being in an upward movement. If you pull that off, you will probably hit the opponents torso and drop him to the ground, and he needs a lot of luck and effort to keep you from killing him (more damage). These kinds of details are not covered in the rules. An alternative approach would be something like a "Combo"-power system. First round, you deal slashing damage, second round, you make a bullrush, third round, you trip, and fourth round, your gain a +4 bonus to attack and deal triple damage. This is similar to the 3E tactical feats. I think they were a nice idea, but they didn't play out so well in combat. Setting up the situations this way took a lot of effort and required to much specific circumstances. Or something like Iron Heroes token system - it doesn't really tell us what you do when you collect your tokens, but if you have enough, you can fuel a special power. It's basically an abstraction of the combo-system. The next step in abstraction is just guesstimate how often you can gather enough of these tokens per combat or day to get enough tokens for such an attack. And this leads us to a per encounter/per day mechanic. I think one could try to move backwards along this line of abstractions and try to create a token-system for powers, and finally also a combo-system for them. But the highest playability value is probably still the last one, while the highest "immersion" value is the combo-system. [/QUOTE]
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