[MUD-Dev] [rpg-create] Re: Combat Abstractions (fwd)
J C Lawrence
claw at kanga.nu
Sat Sep 23 21:29:39 CEST 2000
A slightly different view on combat requirements (reformatted for
clarity):
------- Forwarded Message
To: rpg-create at egroups.com
From: "Dave Harper" <dharper at golden.net>
Date: Wed, 20 Sep 2000 18:37:16 -0000
Subject: [rpg-create] Re: Combat Abstractions
> What do
> you feel absolutely MUST be included in a combat system for it to be
> playable? What do you feel absolutely must NOT be included for it to
> be playable? :)
MUST:
-- Be able to cause death, unconsciousness, and injury as appropriate.
-- Model weapons and armor in some fashion
-- Model skill
-- Include a luck (or 'fluke') factor
-- Be able to handle inhuman combatants
-- Allow for non-fatal combats such as fisticuffs
-- Be quick to administer
-- Allow for ranged weapons and targeting spells, if any
SHOULD:
-- Be easy to understand for players
-- Be able to be summed up in a small chart or reminder on the
character sheet
-- Model damage in some fashion
-- Model weapons and armor realistically
-- Model different styles of fighting; wrestling, martial arts,
styles of fencing, formation pikes, etc.
-- Be able to explain real-life fights, everything from boxing to
drive-by shootings, and all the flukes, odd results, and
general behaviour exhibited in these events.
-- Include some psychological effects of combat.
-- Model combat experience and skill.
-- Allow players to perform just about any kind of manuever they want.
-- Be in keeping with the rest of the game, especially other
things that can cause damage (like falling or being struck by
cars).
-- Be able to handle inhuman combatants without requiring
extensive rules.
-- Allow for non-fatal combats such as fisticuffs while allowing
them to be fatal or at least injurious.
-- Allow the player to have control of his character's choices if
he so desires, such as allowing him to attack the head or groin
and actually affecting the effects of his attack in so doing.
-- Model non-combat actions during combat, including running away,
distractions, diving for cover, or simply doing something else
while combat is taking place.
-- Model the effect of the environment - space limitations,
encumbrance, poison, being surrounded, fatigue, magic, drugs,
and so on.
-- Model the effect of passion and heroism.
-- Allow for makeshift weapons such as beer mugs, chairs, other
people, etc.
-- Be resolved quickly by experienced players
-- Provide a challenge even for highly skilled characters
-- Allow experienced and inexperienced Players with equally
skilled characters to maintain a roughly equal ability in the
game
-- Allow characters to learn 'cool' and 'neat' tricks that make
them unique and special, without said tricks ruining the game
-- Not emphasize any single weapon or style of combat; emphasize
the value of diversity and balance the different styles in
different ways, allowing players to make equal but different
characters in any given setting.
-- Scare the players into thinking that combat can end in THEIR
death, even by a dirty peasant with a crossbow.
-- Allow the use of tactics, quick thinking and downright cheating
to sway the course of the melee.
-- Allow the player a range of options at any given time, even if
many of these options would be poor. If nothing else, the
option to run away, dodge, defend, attack, aim, and hold fire.
MUST NOT:
-- Take all choice away from the player. BAD!
-- Take up an entire session, require a halt so that rulebooks can
be produced, or otherwise bring the game to a screetching halt.
-- Require a calculator.
-- Take an entire session to run through a simple melee between
the average party and an equally average set of opponents.
-- Allow kender.
Dave
------- End of Forwarded Message
--
J C Lawrence Home: claw at kanga.nu
---------(*) Other: coder at kanga.nu
http://www.kanga.nu/~claw/ Keys etc: finger claw at kanga.nu
--=| A man is as sane as he is dangerous to his environment |=--
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