Vanilla 1.1.9 is a product of Lussumo. More Information: Documentation, Community Support.
Posted By: Frederik J. JensenThe script said something like "They run". The final sequence with falling stairs, flying arrows etc. was created by the special effects people.
Posted By: Jonathan WaltonAlso, how did this become a thread about hit points? That's not mentioned in the original post at all.
Posted By: Jonathan WaltonAlso, how did this become a thread about hit points? That's not mentioned in the original post at all.
Posted By: TristanI universally rule that monsters give XP for defeating them. As in "you don't necessarily have tokillit to defeat it". Usually outwitting and/r incapacitating him would do the trick. Of course, severing the head of that annoying sorcerer that has been bugging you and insulting your good old family weapon can be really fun.
Posted By: Josh Ballyhoo RobyLevi, yeah exactly: causeDogsfallout isn't hitpoints -- at all
Posted By: TristanKilling someone who has already surrendered or someone who hasn't even fought back would not give them XP.
And I'm tempted to rule that if there is an obvious (or maybe even not so obvious) way to defeat someone without killing him, the actual kill would give the playerslessexperience. Did I mention the "house rules over literary text" thing?
Posted By: pedyoSo - does anyone here have any great advise or tricks to make fights more interesting? Preferably something that's usable for any system but references to specific system are of course cool. Oh, and I don't really want to hear "No, I haven't had this experience!" If so - cool for you! Instead - please share how you run fights!
Posted By: Jonathan WaltonI can say, "I pull off a butterfly kick that lands on the top of his head and tips him backwards into the vat of acid," but that takes WAY longer to say than it does to watch on a movie screen, which robs roleplaying fights of a lot of the pacing and clarity that I mentioned earlier.
Posted By: Jonathan WaltonI can say, "I pull off a butterfly kick that lands on the top of his head and tips him backwards into the vat of acid," but that takes WAY longer to say than it does to watch on a movie screen, which robs roleplaying fights of a lot of the pacing and clarity that I mentioned earlier.
Posted By: Brand_RobinsThis can literally be an image or two, with everything between filled in by the "viewer" in the same way you do as in a novel, or by simply focusing on a couple of points in the action.
Posted By: Jonathan Walton
So, yeah, we're basicallyreally badat narrativist fights or even creating the expectation that conflict should be expressive and not about survival or winning
Posted By: Josh Ballyhoo RobyIt's hard, hard, hard to communicate to players, "If you make this about killing, you will die."
Posted By: Josh Ballyhoo RobyOh, no, it lands solidly in the social sphere for me -- that's YOUR character, and it's YOUR right to decide what he does, and I shouldn't tell you what to do or even what your odds are, because that's influencing what is your decision to make. Totally in character-ownership realm for me.
Posted By: Josh Ballyhoo RobyOh, no, it lands solidly in the social sphere for me -- that's YOUR character, and it's YOUR right to decide what he does, and I shouldn't tell you what to do or even what your odds are, because that's influencing what is your decision to make. Totally in character-ownership realm for me.
Posted By: Jonathan WaltonHere's another issue: in all of roleplaying, but especially in fights, we're really focused on deliveringpictureswhen what we're got arewords. We're not video game designers or movie directors, and, unless you're working with miniatures, our visual tools for illustrating what's occurring are very few (even with miniatures, the visual vocabulary is still pretty limited). I can say, "I pull off a butterfly kick that lands on the top of his head and tips him backwards into the vat of acid," but that takes WAY longer to say than it does to watch on a movie screen, which robs roleplaying fights of a lot of the pacing and clarity that I mentioned earlier. Also, since the moves in a roleplaying fight are generally described on the spot, not prepared beforehand, it can be hard to pull that crazy ultra-awesome kick description out of your brain. You can see it in your head, but can you describe it like a brutal poet on command? Probably not consistently. (Also, I hereby declare my copyright on "Brutal Poet" as the name of a future fight game). Unless we can figure out a way to develop a verbal vocabulary of fight, one that's not an imperfect rendering of the pictures in our heads, then descriptions of fights will always be a pale imitation of the visual media we wish we were partaking in.
Posted By: Callan S.Fights are exciting in comics and movies because you don't know how it will effect the ending.
Posted By: Callan S.Here's a bit of a disclaimer: You might want to convince me they are meaningful, but I don't matter. If they aren't having any effect on the end but you spend your time convincing me they do, your doing yourself a disservice.
Posted By: HituroPosted By: Callan S.Here's a bit of a disclaimer: You might want to convince me they are meaningful, but I don't matter. If they aren't having any effect on the end but you spend your time convincing me they do, your doing yourself a disservice.
Wait ... so if I think you're wrong then I'm wrong by definition?
Usagi Yojimbo is a perfect example of having fights that are detailed and all about the purpouse, not the ending. The are many fights in UY where Usagi is, for example, running through a wood, carrying a child, fighting ninja. You know he will get through, so the fight isn't about the ending, but it is about the danger and feats that have to be surmounted to protect the child, and the comic lingers on those instants, each blow, each arrow, each panel filled with action. It's all about the flow.
The reason for the fight (as many people said above) is why the fight is interesting, because there are motives, and objectives, and things you care about on the line. But within that context the fight itself is still of interest in detail as well.
Posted By: pedyoWhat do you say the fourth time your Strike hits (or misses) in a BW-fight?Oh man, there's nothing worse than a fight that is a series of misses (or its equally-annoying cousin, hits-for-negligible-damage). I hate combat systems that encourage that kind of thing, and whenever we use one of them anyway, I tend to make noncombat characters just so I don't even feel tempted to go into a fight.
1 to 66 of 66