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Warhammer frpg - 2e vs 4e
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<blockquote data-quote="macd21" data-source="post: 8463078" data-attributes="member: 6683793"><p>From a setting point of view, it's an abstract representation of the goblin, being the lesser swordsman, exposing himself to attack when he strikes, the effects of morale, physical exhaustion etc. It's the sort of thing you see in fictional swordfights between a master and a novice - the novice strikes, but the master easily evades his blows, parries his thrusts with ease, and eventually the novice is left flailing wildly and usually dispatched with a kick to the arse.</p><p></p><p>From a game design point of view, it results in either very fast combats, as the master quickly defeats the novice, or it results in <em>complex</em> combats, as the lesser combatant tries to even the odds. Simply attacking is a losing proposition, so you have to use alternatives. Either way, you don't get a boring combat consisting of a long string of one simple attack after another - either the fight ends quickly, or the fight gets interesting.</p><p></p><p>It's certainly not for everybody, but a lot of people like it. It makes every round interesting, speeds up combat, results in a 'back and forth' feeling as advantage swings one way and the other, and encourages variety in combat.</p></blockquote><p></p>
[QUOTE="macd21, post: 8463078, member: 6683793"] From a setting point of view, it's an abstract representation of the goblin, being the lesser swordsman, exposing himself to attack when he strikes, the effects of morale, physical exhaustion etc. It's the sort of thing you see in fictional swordfights between a master and a novice - the novice strikes, but the master easily evades his blows, parries his thrusts with ease, and eventually the novice is left flailing wildly and usually dispatched with a kick to the arse. From a game design point of view, it results in either very fast combats, as the master quickly defeats the novice, or it results in [I]complex[/I] combats, as the lesser combatant tries to even the odds. Simply attacking is a losing proposition, so you have to use alternatives. Either way, you don't get a boring combat consisting of a long string of one simple attack after another - either the fight ends quickly, or the fight gets interesting. It's certainly not for everybody, but a lot of people like it. It makes every round interesting, speeds up combat, results in a 'back and forth' feeling as advantage swings one way and the other, and encourages variety in combat. [/QUOTE]
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