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  3. @Taskerland it's interesting that the resistance table lingered on for poisons specifically more than it seemed to be used for other stuff

@Taskerland it's interesting that the resistance table lingered on for poisons specifically more than it seemed to be used for other stuff

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  • CharnockP Charnock

    @Taskerland it's interesting that the resistance table lingered on for poisons specifically more than it seemed to be used for other stuff

    Moreau VazhT This user is from outside of this forum
    Moreau VazhT This user is from outside of this forum
    Moreau Vazh
    wrote on last edited by
    #3

    @Printdevil Poisons, door-forcings, and to a certain extent weapon durability.

    But then the table could handle combat and was never allowed to so I think the approach to combat began to seep into the other sub-systems.

    Why compare poison score to con when you can do con x 5% rolls with buffs.

    CharnockP 2 Replies Last reply
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    • Moreau VazhT Moreau Vazh

      @Printdevil Poisons, door-forcings, and to a certain extent weapon durability.

      But then the table could handle combat and was never allowed to so I think the approach to combat began to seep into the other sub-systems.

      Why compare poison score to con when you can do con x 5% rolls with buffs.

      CharnockP This user is from outside of this forum
      CharnockP This user is from outside of this forum
      Charnock
      wrote on last edited by
      #4

      @Taskerland I think Something+Buff is simplistically easier to reward players with in terms of candies.

      "it is a dagger +5%" is an easy thing

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      • Roger BW 😷R Roger BW 😷

        @Printdevil @Taskerland The great thing about it compared with opposed rolls is that it's self-balancing. If I have 100% attack and you have 100% parry, we're just waiting for someone to fumble. If I have STR 20 and you have SIZ 20, it's the same 50-50 as if we were 3 vs 3.

        Moreau VazhT This user is from outside of this forum
        Moreau VazhT This user is from outside of this forum
        Moreau Vazh
        wrote on last edited by
        #5

        @RogerBW @Printdevil That dynamic feels quute satisfying... Two swordspeople square off. Who is going to win when they have similar skills? 50/50 either way.

        Viewed through that lens, combat is less about luck and more about looking for an edge. It is a system where 'give up... I have the high-ground' actually makes sense.

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        • Moreau VazhT Moreau Vazh

          @Printdevil Poisons, door-forcings, and to a certain extent weapon durability.

          But then the table could handle combat and was never allowed to so I think the approach to combat began to seep into the other sub-systems.

          Why compare poison score to con when you can do con x 5% rolls with buffs.

          CharnockP This user is from outside of this forum
          CharnockP This user is from outside of this forum
          Charnock
          wrote on last edited by
          #6

          @Taskerland I think combat has always been very ill balanced in games, it should feel sudden and terrifying, a punctuation. Prolonged violence is a war or something. Games model everyday life as war with the environment which I find quite stressful, particularly as it's usually a war of attrition.

          Moreau VazhT 1 Reply Last reply
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          • CharnockP Charnock

            @Taskerland I think combat has always been very ill balanced in games, it should feel sudden and terrifying, a punctuation. Prolonged violence is a war or something. Games model everyday life as war with the environment which I find quite stressful, particularly as it's usually a war of attrition.

            Moreau VazhT This user is from outside of this forum
            Moreau VazhT This user is from outside of this forum
            Moreau Vazh
            wrote on last edited by
            #7

            @Printdevil I've always been of the view that violence in games should be 'we followed him home and stabbed him when he came out of the toilet' rather than 'We lined up in an open-field and took turns hitting each other until one of us fell over'

            CharnockP 1 Reply Last reply
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            • Moreau VazhT Moreau Vazh

              @Printdevil I've always been of the view that violence in games should be 'we followed him home and stabbed him when he came out of the toilet' rather than 'We lined up in an open-field and took turns hitting each other until one of us fell over'

              CharnockP This user is from outside of this forum
              CharnockP This user is from outside of this forum
              Charnock
              wrote on last edited by
              #8

              @Taskerland I allow for military type arrangements in a military type game, but I think they are quite specific, and often emotionally exhausting games to GM. I would find a combat encounter lasting an entire session quite distressing, let alone two.

              Moreau VazhT 1 Reply Last reply
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              • CharnockP Charnock

                @Taskerland I allow for military type arrangements in a military type game, but I think they are quite specific, and often emotionally exhausting games to GM. I would find a combat encounter lasting an entire session quite distressing, let alone two.

                Moreau VazhT This user is from outside of this forum
                Moreau VazhT This user is from outside of this forum
                Moreau Vazh
                wrote on last edited by
                #9

                @Printdevil There's an OSR podcast where the GM is really quite good but they get to this point where there's a set-piece battle and you can feel him being crushed by the stress and cognitive load. I certainly couldn't run the two-session combats that people on here talk about

                CharnockP 1 Reply Last reply
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                • Moreau VazhT Moreau Vazh

                  @Printdevil There's an OSR podcast where the GM is really quite good but they get to this point where there's a set-piece battle and you can feel him being crushed by the stress and cognitive load. I certainly couldn't run the two-session combats that people on here talk about

                  CharnockP This user is from outside of this forum
                  CharnockP This user is from outside of this forum
                  Charnock
                  wrote on last edited by
                  #10

                  @Taskerland the combat set pieces in games always remind me of films from the past were there "had to be a car chase" or "there must be a comic relief sidekick" a set of rules some beardlord invented one day and everyone takes as gospel.

                  Moreau VazhT 1 Reply Last reply
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                  • CharnockP Charnock

                    @Taskerland the combat set pieces in games always remind me of films from the past were there "had to be a car chase" or "there must be a comic relief sidekick" a set of rules some beardlord invented one day and everyone takes as gospel.

                    Moreau VazhT This user is from outside of this forum
                    Moreau VazhT This user is from outside of this forum
                    Moreau Vazh
                    wrote on last edited by
                    #11

                    @Printdevil RPG combat is a very weird construct because it's not like film or book combat and certainly isn't like real-life fighting.

                    Pathfinder and games like that are a bit like anime or pokemon in that you are stood in a line and you have dozens of potential weapons you can use against your enemy but it isn't like silly martial-arts stuff because those fights are often really short 'I can tell from his toes that he is using a crab defence, so I shall deploy rising python'

                    CharnockP 1 Reply Last reply
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                    • Moreau VazhT Moreau Vazh

                      @Printdevil RPG combat is a very weird construct because it's not like film or book combat and certainly isn't like real-life fighting.

                      Pathfinder and games like that are a bit like anime or pokemon in that you are stood in a line and you have dozens of potential weapons you can use against your enemy but it isn't like silly martial-arts stuff because those fights are often really short 'I can tell from his toes that he is using a crab defence, so I shall deploy rising python'

                      CharnockP This user is from outside of this forum
                      CharnockP This user is from outside of this forum
                      Charnock
                      wrote on last edited by
                      #12

                      @Taskerland That's why I think of it as a minigame. It's so divorced from the modelling-sim aspect of improv RPG play that it might as well be a match 3 game you do when the fighting starts.

                      Moreau VazhT 1 Reply Last reply
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                      • CharnockP Charnock

                        @Taskerland That's why I think of it as a minigame. It's so divorced from the modelling-sim aspect of improv RPG play that it might as well be a match 3 game you do when the fighting starts.

                        Moreau VazhT This user is from outside of this forum
                        Moreau VazhT This user is from outside of this forum
                        Moreau Vazh
                        wrote on last edited by
                        #13

                        @Printdevil The granularity of RPG combat compared to every other system is intensely weird

                        CharnockP 1 Reply Last reply
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                        • Moreau VazhT Moreau Vazh

                          @Printdevil The granularity of RPG combat compared to every other system is intensely weird

                          CharnockP This user is from outside of this forum
                          CharnockP This user is from outside of this forum
                          Charnock
                          wrote on last edited by
                          #14

                          @Taskerland I swear that's the boardgamers/wargamer influence, and their grip is one of the reasons people insist on RPGs "started with D&D" and really aren't happy about discussing the century of obvious evidence to the contrary

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