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Reply To: Can RPGs learn from Wargaming?

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#1614438

limburger
21707xp
Cult of Games Member

dodging bullets ?

ha ha … nope … unless the bullets travel at the same speed as an arrow … and even then you need super human awareness and above average skill.

But hey … if you decide it is possible within your setting then do your thing 😀

@onlyonepinman mentions a very important bit : active vs passive abilities.

Dodging stuff would be a given when you’re under attack as you’d have to be insanely stupid/brave to walk in a straight line.
Even in close combat that question can be abstracted away, because some combat techniques may simply lean more towards dodging stuff as opposed to getting a thick skin ….

Parrying attacks is kind of silly when the same system accepts that using your shield is ‘standard’.
I used to think that you needed a specific test/skill check for every possible attack … but that sort of thing only ever makes sense if you’re playing Street Fighter RPG and every battle is a simulation of the videogame. It does help players be a bit more creative in combat as they don’t have to go “I hit them with my sword” every round … but at the same time the added detail is more of narrative use as there would have to be a never ending discussion about which offensive technique is best against any given defensive stance/technique.

I suppose the fact that rpg’s tend to mix various levels of abstraction is what makes these systems confusing and less coherent.

I’d argue that money is an abstract thing in all RPG’s because you rarely have to pay your monthly bills or the cost of your room at the inn in the vast majority. As such it is kind of silly to declare a that a sword is worth X gold pieces …

I doubt most games have a functional economy when you start looking at the mechanics of dungeon exploring and its effects on the world.

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