KuonnaAi101
New Member
I’ve always been curious on how Action based RPs are handled especially when there are teams. How do you guys decide who will ultimately “win” in a battle between characters?
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Yeah, no, exactly what I was wondering about! I understand that you could communicate to the GM or the writer who your character is fighting with on how you would like your character to win in this battle. However, the question is could this kind of system be abused where a person could always claim that their character would win do to their “wit” or “strength”. (Aside from the scenario that their character has a weakness that another character has the power of). I wondered how the people who partake in Action based RPs don’t end up in arguments over wanting their character to win.There’s a few different methods of doing this. You can either discuss it before hand between everyone, or let whomever the GM is decide if a narrative battle should lean one way or another. A lot of the time the problem that comes down to combat is a lack of communication. A battle hardened character’s owner can often get lost in the sauce and never want to lose. I’ve seen it happen plenty of times. I think communication is key.
kinda like wrestling. It’s staged in the only way that matters. Whose gonna win. Everything that happens up until that point is all for the players at hand.
Well mostly you just want things to always end on a civil note. If a person always want to win? Then it’s most likely they aren’t going to be good roleplay partners. No one is perfect, and if your character is so OP that they can’t be defeated it kind of defeats the purposes of a combat scenario. If both sides don’t have an equal chance of winning the what’s the point, unless the narrative structure is to show how hopeless one side is to the other? If your in an action scene with someone who is adamant on their need to win? Might wanna give them a wide berth in the future. Might have to give them the W on the combat scene, but don’t be silent about it. If something needs to be fixed? Should do what you can to see that it is.Yeah, no, exactly what I was wondering about! I understand that you could communicate to the GM or the writer who your character is fighting with on how you would like your character to win in this battle. However, the question is could this kind of system be abused where a person could always claim that their character would win do to their “wit” or “strength”. (Aside from the scenario that their character has a weakness that another character has the power of). I wondered how the people who partake in Action based RPs don’t end up in arguments over wanting their character to win.
I’ve always had a problem with dice systems when it comes to skills you have. If you make a character who is a master with the blade (not all, just a singular one) it wouldn’t make sense. Sure, there is some random aspects to all battle. But a trained fighter just wouldn’t make the mistakes.I use dice. It works pretty well.
I’ve always had a problem with dice systems when it comes to skills you have. If you make a character who is a master with the blade (not all, just a singular one) it wouldn’t make sense. Sure, there is some random aspects to all battle. But a trained fighter just wouldn’t make the mistakes.
that’s like throwing Bruce Lee into a fight and then rolling a 1. It just wouldn’t happen.
I mean, unless it’s an anime battle, combat doesn’t usually last for more than 30-3 minutes. But I understand that. No one is perfect, as I mentioned earlier. But a veteran who had trained for 30 years wouldn’t make as many mistakes, you know? There comes a level of experience where mistakes just don’t come very often.I use systems that account for that - although imo everyone makes mistakes eventually, I prefer to model them as tactical miscalculations.
Would you say that a dice system would work more on the basis of that you have battles between novice fighters so maybe student fighters?I mean, unless it’s an anime battle, combat doesn’t usually last for more than 30-3 minutes. But I understand that. No one is perfect, as I mentioned earlier. But a veteran who had trained for 30 years wouldn’t make as many mistakes, you know? There comes a level of experience where mistakes just don’t come very often.
Would you say that a dice system would work more on the basis of that you have battles between novice fighters so maybe student fighters?
You would defer to this man’s experience. I don’t have much dice experience outside of table top.I know you didn't ask me this, but as a designer, that depends on the dice system. Some are focused on specific ranges of ability, so they might work better for 'lower skilled' combatants, and some are tuned for masters. You can also have systems designed for low-lethality dramatic fights that are more cinematic, or gritty, 'realistic' fights where anyone can die or be maimed.
No it’s okay I like getting more insight on this. I see what you’re saying right now, so it’s going to be a mix of attributes not just like the dice system alone.I know you didn't ask me this, but as a designer, that depends on the dice system. Some are focused on specific ranges of ability, so they might work better for 'lower skilled' combatants, and some are tuned for masters. You can also have systems designed for low-lethality dramatic fights that are more cinematic, or gritty, 'realistic' fights where anyone can die or be maimed.
Based on everything I’ve seen in Grey’s posts though I’d love to give his systems a try. Perhaps it would be a good idea for you to do songs well, to see if you would prefer the dice methodology.
hold you to to that.Aw, thanks for that.
You're both welcome next time I'm spooling something up.