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 Post subject: Re: Helms?
PostPosted: Tue Mar 15, 2016 2:38 am 
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This is a difference in taste I think. To me the idea that combat is not a just a matter of absorbing hits like a chunk of ballistic gel until you suddenly drop is much more interesting and realistic. Not to say you should be losing eyes and feet in every battle (if only because its a hassle to book keep) but I don't think that would happen anyway with the difficulty levels we have been talking about.

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 Post subject: Re: Helms?
PostPosted: Tue Mar 15, 2016 7:56 am 
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WodenKrait wrote:
This is a difference in taste I think. To me the idea that combat is not a just a matter of absorbing hits like a chunk of ballistic gel until you suddenly drop is much more interesting and realistic.

Nothing could be further from the truth! I HATE mechanical combat that just has all the players going through the motions of rolling dice until someone falls over, which is why I use abstracted combat and combat manoeuvres - it makes combat a little less repetitive but without overcomplicating combat with lots of dice rolls or, worse, taking even more time at the table than combat already does.

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 Post subject: Re: Helms?
PostPosted: Tue Mar 15, 2016 9:08 am 
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I keep thinking of mass combat rules. Its great to go all descriptive in combat... I remember middle earth roleplay to be entertaining to read but we didn't have a clue how to get started. Earwax removal with certain critical hits provided much entertainment.


Then again, I'd much rather read more about the lands of legend than spend excessive time dwelling on the colourful ways of dismembering orcs. I suppose such special effects and graphic descriptions can be left to GM's with the inclination.

But I suppose, called shots have a great part to play in cutting chandeliers and causing mules to bolt in very entertaining circumstances...

Everything needs to be simplified... Need to move on with the storyline... And players would go nuts without secure knowledge that MIRACLE CURE spells are available from powerful NPCs....

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 Post subject: Re: Helms?
PostPosted: Tue Mar 15, 2016 10:21 am 
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Cobwebbed Dragon wrote:
WodenKrait wrote:
This is a difference in taste I think. To me the idea that combat is not a just a matter of absorbing hits like a chunk of ballistic gel until you suddenly drop is much more interesting and realistic.

Nothing could be further from the truth!


Haha. I think we both actually have a similar view on what the emphasis and flavour should be in combat with respect the rest of the game, but we clearly differ on how to achieve that. With respect, your rules for major wounds take a different tack to the one I would choose to achieve the same basic objective, which is part of why I called this a difference in taste. Some elements of your rules for Combat Manoeuvres, on the other hand, are very similar to some of the house rules I developed for my own games. They're much better than the Guards rules that were published in the Player's Guide.

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-Kyle


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 Post subject: Re: Helms?
PostPosted: Tue Mar 15, 2016 12:37 pm 
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WodenKrait wrote:
Some elements of your rules for Combat Manoeuvres, on the other hand, are very similar to some of the house rules I developed for my own games. They're much better than the Guards rules that were published in the Player's Guide.

Thank you. Although I wonder if anything isn't better than the Guards rules...? ;)

I'm still not happy with some of my Combat Manoeuvres, but any tweaking of them will have to wait until the next round of play-testing, which will probably be in the Summer. Too many writing projects and too little time - story of my life (well, it would be, if I had time to write it :P )

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