Old Fezziwig
this is a low-flying panic attack
mythusmage said:I'm all for combat turns, but I think those turns should be less 'structured' than they are now.
Fair enough, but how would you go about working this into a game?
Best,
Nick
mythusmage said:I'm all for combat turns, but I think those turns should be less 'structured' than they are now.
The problem with this type of game is that it's inherently unfair in play. In a how-white-wolf-doesn't-want-you-to-play Storyteller game, my hunter pulled up his railgun, aimed, and rolled one chuckfull of dice, taking out one tough noob. My friend next to me spent five blood points, and made five chuckfulls of dice--essentially taking five full turns, in-game and out-of-game, right then. While this "makes sense" and "is realistic", it's also unfair--on the level of being unfair if I was a 1st level noob and he was a 15th level wizard.Angcuru said:I'd prefer a sort of alottment of action points added to the current turn system, wherein the initiative roll determines who reacted in what order, but that points can be spent to be bumped up the order, and spread out instead of being used all at once, also, volunteering to bump yourself down increases your action points, so you can do more later as opposed to 'this much' right now.
Cool. Post your improved system. I think everyone would be interested in seeing it.mythusmage said:I'm all for combat turns, but I think those turns should be less 'structured' than they are now.
Who said games shouldn't be fair?mythusmage said:I will reply to one point. Who said life had to be fair? (Think about it.)
Wormwood said:Who said games shouldn't be fair?
I didn't. But I expect my game to either be fair, or obviously NOT be fair.mythusmage said:I will reply to one point. Who said life had to be fair?
Planesdragon said:I didn't. But I expect my game to either be fair, or obviously NOT be fair.
The worst thing you can do, as a designer or the host/referee of a game, is to represent it as being fair when it isn't. There's nothing wrong with an unfair RPG--in fact, a game wherein the characters are inherently unlike each other could give rise to really great roleplaying.
But the unfairness should either be tied to some real factor--like, the D&D model of who has the better attendance at a game--or made up for by making sure each player has just as much face time as the other ones.
mythusmage said:More realistic in behavioral terms.
You know the scene; the party is walking along a forest path heading to the Great Temple of Doloreous Glamor when they run into a band of goblins. Combat ensues.
As opposed to; party is walking along the same path, meets the same goblins, people prepare for combat... And bluff, bluster, and bragging ensue, to be followed by successful or unsuccessful negotiations.
All depending on how the situation is presented. Gamed it'll end up in fighting. Roleplayed it may still end up in fighting, but at least the players will have the option. Furthermore, think seriously about non-combat options should they have a firm grasp on the consequences of their actions.