Well, yeah. That's because it is.Hey, you're the guy who thinks AD&D is rules light.Well, thank the stars for having Lhynn tell us what fun is
people who want trip, sunder, grapple, bull rush, charge, disarm, overrun, feint, aid another, or anything I can't remember right off-hand
Someone actually uses this crap?
There are only two kinds of attacks: those that hit more often but deal less damage, and those that hit less often but deal more damage. Anything else is just a pointless bloat only useful to fill out the USP bullet lists. Grapple and feint, oh my god.
I consider any game where damage or dps are the most important things in combat to be an utter, unmitigable failure of game design.That's pure nostalgiafaggotry. Also dumb. Phrased like that, more often/less damage, less often/more damage would be just as pointless as it ends up in the same place anyway.
Different types of attacks only make sense if there are mechanics to support them. Faster-weaker/slower-stronger makes sense if there is armour that soaks a part of the damage, and there is a sufficiently wide mix of lightly and heavily armoured enemies. An attack which splits a shield makes sense if you're facing enemies with shields a lot.
They also make tons of sense when the enemy poses a real threat and it's easier to disable them than to kill them outright.Disabling attacks (grapple, bull rush, trip etc.) make a lot of sense if the system takes into account that it's easier to hit a disabled enemy. Battle Brothers pulls this off extremely well for example.
This, we are NOT in Gazebo so the discussion is about cRPGs. Whatever is not codified doesn't exist mechanically.Last I heard this is a cRPG, not a PnP RPG. "The DM makes something up on the spot" doesn't work in a cRPG. It's not implementable.
Improvisation in tabletop role-playing is a whole 'nuther discussion, and one I for one am not inclined to have right now.
Well, yeah. That's because it is.
Yes and no. Videogames are an abstract medium. You don't need to implement an action driven combat system full of animations to understand what is going on with Morrowind's combat rolls. That simple attack action can and means much more than it appears at first sight.This, we are NOT in Gazebo so the discussion is about cRPGs. Whatever is not codified doesn't exist mechanically.
Morrowind
Yeah, Morrowind's combat is relatively... unfortunate. The graphics simply do not show what is actually happening and makes it rather awkward at times.Morrowind
Uh, you sure you want to quote that as an example of a successful cRPG combat system implementation?
I don't need to prove that Morrowind is 'successful' or not. You're both moving the goalposts when, in reality, the principle applies to every game and, indeed every tactical RPG in existence. This includes all implementations of D&D.Morrowind
Uh, you sure you want to quote that as an example of a successful cRPG combat system implementation?
You should become a politician. Or philosopher.Considering the board's preference for turn-based RPGs, then it stands to logic that 'what is not implemented' does, in fact, exist. Not as a quick action that nobody uses perhaps, but as an integral part of the experience.
First I was mad for discussing improvised actions in PnP and now abstractions aren't a thing?You should become a politician. Or philosopher.Considering the board's preference for turn-based RPGs, then it stands to logic that 'what is not implemented' does, in fact, exist. Not as a quick action that nobody uses perhaps, but as an integral part of the experience.
I see a true talent here to talk much, but say little
For example, Divinity OS has these mechanics but they were easy to abuse. Even bosses could be trip or stun locked but so could your party members so maybe there's a balance there.
Role-playing isn't storytelling. If the dungeon master is directing it, it's not a game. - Gary Gygax
The secret we should never let the gamemasters know is that they don't need any rules. - Gary Gygax
Role-playing isn't storytelling. If the dungeon master is directing it, it's not a game. - Gary Gygax
The secret we should never let the gamemasters know is that they don't need any rules. - Gary Gygax
This is pretty much how I did this during 2nd. ed AD&D. I rolled checks against relevant attributes (say DEX for diving from table to tumble and wrestle down an opponent) and / or relevant skills (like, well Tumbling). I don't recall any players who asked for something as sub-rule system for wrestling. Anyway players learned very fast how it worked and things weren't argued because everything rolled was based on what they had in their character sheet and what skill they decided to acquire.There is a fundamental misunderstanding of where rules come from. People forget that D&D was inventing the entire genre as it went along.
It's always been expected in tabletop games that the players could perform any action they chose and the DM would "referee" that action based on stats and random chance, as they saw appropriate. The reason there are tables for things like "bending bars" isn't because that was some pre-determined usage of strength, but rather the developers found players needing to make strength checks often for these sorts of challenges (dungeons have a lot of gates and bars). Players wanted rules for bending bars because it was so common, so the developers provided them. Most of the D&D rules are descended from these sorts of traditions.
D&D has a long history of taking ad-hoc systems and making them into official rules, based on player need and popularity. Sometimes players wanted to wrestle, and figuring out how to model wrestling on the fly was hard, hence there are wrestling rules. But the idea "if it's not in the rules you can't do it," is not and has not been a part of any tabletop system pretty much since forever (except maybe 4th Edition D&D, though it's adherents may disagree). The rules are supposed to exist to help you, not to hinder you. I find so-called low-rules or "storytelling" systems highly baffling, because its essentially like playing an unpatched game. The rules aren't there to restrict your actions, they exist to help create a standard and fair system of mechanics. Low-rules games are actually really hard to run, because you constantly have to make up stuff on the spot. Your random ad-hoc rulings are just never going to be as balanced and consistent as something planned out ahead of time and playtested. Players need consistency in order to plan their actions and meaningfully approach the game's challenges. Without consistent rules the game becomes "mother may I?" May I attack, DM? May I cast a spell? May I climb a cliff? May I jump over a pit? Etc.
There are cases where players have a reason to capture someone alive. So tripping and locks should not do damage, it's the follow up (which was IIRC covered in rules) where players can decide what to do. So one player has tumbled enemy down, now give decisive strike, knock out for good or use some rope to tie this enemy?In regards to the original question, special moves like trip, disarm, feint, etc, are only useful if:
1. They also deal the same damage as a normal attack
2. They make an enemy vulnerable to follow-up damage (a rogue feinting gives up 1d6 weapon damage in order to add 10d6 sneak attack damage)
3. The special move is decisive in some way (instantly defeats the enemy, such as pushing them off a cliff)
The problem with all of these is obvious. If a trip or disarm also does full damage, it feels overpowered (this is where we get cooldowns). Follow-ups are always enemy specific, unless you create a game-wide system for modular attack states, like an MMO (Use attack type X to make attack type Y deal more damage). There's also the issue where most players don't like just being the setup guy for someone else (this is less of an issue in single-player cRPGs). In the final case, unless your battles all take place on bridges over bottomless cliffs or lava, your players will never have as many opportunities to bull rush people into hazards as they will to just stab them.
4th Edition D&D had all of these problems. Too many attacks were just meant to set up other attacks, inflicting wimpy status effects, or just "moved the minis" around the board but did nothing decisive. In the end, most players realized there was no status effect better than "dead" and everyone focused on the 10-20% of the powers that just did damage, ignoring all the others.
I don't know where have you got an idea that anything in my post referred to the presentation layer. That's first.Yes and no. Videogames are an abstract medium. You don't need to implement an action driven combat system full of animations to understand what is going on with Morrowind's combat rolls. That simple attack action can and means much more than it appears at first sight.This, we are NOT in Gazebo so the discussion is about cRPGs. Whatever is not codified doesn't exist mechanically.
throwing an autistic fit should be a perfectly valid attack option
Split from a different thread. should have gone straight into the gazebo i guess. Considering the actual argument started when i brought up a PnP system.This, we are NOT in Gazebo so the discussion is about cRPGs. Whatever is not codified doesn't exist mechanically.
Even bosses could be trip or stun locked
Making certain enemies immune to stuff simply because they're bosses is cheap.