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Top Gear vs D&D: Fear
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<blockquote data-quote="mmadsen" data-source="post: 4942441" data-attributes="member: 1645"><p>I like the notion of a game <em>informed</em> by <a href="http://www.enworld.org/forum/general-rpg-discussion/186860-realistic-combat.html" target="_blank">realism</a>, especially those elements of realism that also find their way into adventure fiction -- and the key difference between an ordinary warrior and an exceptional warrior has always been that a great warrior is a <em>brave</em> warrior.</p><p></p><p>Interestingly, everyone's first reaction to the idea of adding fear back into the game is say, "I don't want <em>my</em> PC to run away!" They don't seem nearly so quick to address the flip side: "When my PC glares at the bandit-king's henchmen, they drop their spears and run away!"</p><p></p><p>I've <a href="http://www.enworld.org/forum/general-rpg-discussion/186860-realistic-combat-7.html#post3332388" target="_blank">cited</a> Grossman before, but this passage bears repeating: <p style="margin-left: 20px">Bagpipes, bugles, drums, shiny armor, tall hats, chariots, elephants, and cavalry have all been factors in successful posturing (convincing oneself of one's prowess while daunting one's enemy), but, ultimately, gunpowder proved to be the ultimate posturing tool. </p><p>Under 3E's rules, for instance, a successful <em>intimidate</em> check leaves the target <em>shaken</em> for 1 round, when it should probably leave them <em>shaken</em> indefinitely, potentially <em>frightened</em>, and even <em>panicked</em>.</p><p></p><p>Plenty of cinematic heroes are so cinematic because they stare down their enemies and win the fight before it even begins. Also, a lot of cool-looking combat gear -- plumed helms, war standards, etc. -- is cool-looking specifically in order to be literally <em>awesome</em>.</p><p></p><p>Imagine a glowing magical sword offering +4 to <em>intimidate</em>.</p><p></p><p>An important observation -- along the lines of "I don't want <em>my</em> PC to run away!" -- is that PCs should be given meaningful choices, not simply told that they run away. <em>Heroes of Horror</em> recommends redefining <em>frightened</em> to get around this problem and to increase the distinction between <em>frightened</em> and <em>panicked</em>. Instead of having <em>frightened</em> mean -2 to rolls and you must run away, it can instead mean -4 to rolls.</p><p></p><p>This actually ties in with one of the <a href="http://www.enworld.org/showthread.php?t=186794" target="_blank">Meta-Mechanics Worth Stealing</a>, Grim Tales' <a href="http://www.enworld.org/showpost.php?p=3312043&postcount=12" target="_blank">fight or flight</a> mechanic: <p style="margin-left: 20px">When faced with something that provokes a horror check, characters have a choice -- flee, and then face an easier check, or stand their ground and risk the consequences. The kicker is that each player decides in secret, and everything is revealed at once. Watching one guy stand his ground while his comrades flee is just priceless.</p></blockquote><p></p>
[QUOTE="mmadsen, post: 4942441, member: 1645"] I like the notion of a game [i]informed[/i] by [url=http://www.enworld.org/forum/general-rpg-discussion/186860-realistic-combat.html]realism[/url], especially those elements of realism that also find their way into adventure fiction -- and the key difference between an ordinary warrior and an exceptional warrior has always been that a great warrior is a [i]brave[/i] warrior. Interestingly, everyone's first reaction to the idea of adding fear back into the game is say, "I don't want [i]my[/i] PC to run away!" They don't seem nearly so quick to address the flip side: "When my PC glares at the bandit-king's henchmen, they drop their spears and run away!" I've [url=http://www.enworld.org/forum/general-rpg-discussion/186860-realistic-combat-7.html#post3332388]cited[/url] Grossman before, but this passage bears repeating: [Indent]Bagpipes, bugles, drums, shiny armor, tall hats, chariots, elephants, and cavalry have all been factors in successful posturing (convincing oneself of one's prowess while daunting one's enemy), but, ultimately, gunpowder proved to be the ultimate posturing tool. [/Indent] Under 3E's rules, for instance, a successful [i]intimidate[/i] check leaves the target [i]shaken[/i] for 1 round, when it should probably leave them [i]shaken[/i] indefinitely, potentially [i]frightened[/i], and even [i]panicked[/i]. Plenty of cinematic heroes are so cinematic because they stare down their enemies and win the fight before it even begins. Also, a lot of cool-looking combat gear -- plumed helms, war standards, etc. -- is cool-looking specifically in order to be literally [i]awesome[/i]. Imagine a glowing magical sword offering +4 to [i]intimidate[/i]. An important observation -- along the lines of "I don't want [i]my[/i] PC to run away!" -- is that PCs should be given meaningful choices, not simply told that they run away. [i]Heroes of Horror[/i] recommends redefining [i]frightened[/i] to get around this problem and to increase the distinction between [i]frightened[/i] and [i]panicked[/i]. Instead of having [i]frightened[/i] mean -2 to rolls and you must run away, it can instead mean -4 to rolls. This actually ties in with one of the [url=http://www.enworld.org/showthread.php?t=186794]Meta-Mechanics Worth Stealing[/url], Grim Tales' [url=http://www.enworld.org/showpost.php?p=3312043&postcount=12]fight or flight[/url] mechanic: [Indent]When faced with something that provokes a horror check, characters have a choice -- flee, and then face an easier check, or stand their ground and risk the consequences. The kicker is that each player decides in secret, and everything is revealed at once. Watching one guy stand his ground while his comrades flee is just priceless.[/Indent] [/QUOTE]
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