Henri Christophe
L'empereur
I don't know what is tabletop, but despite civilization main series I also like to play Pokémon, who is a RPG.
It could be cool to have effects happen, but how much do we want to slow down a round of combat?Which brings up another problem with D&D. Full HP or 1 HP I fight exactly the same, 0 HP I collapse. No fatigue, no loss of functionality due to wounds?
It could be cool to have effects happen, but how much do we want to slow down a round of combat?
Some DMs take it all the way down to -10 HP. Each number you go down renders you much closer to death, as in unless you get medical help NOW, you will die (ie. tourniquet, poison antidote, etc.). Once you get to -10, you're definitely dead.Which brings up another problem with D&D. Full HP or 1 HP I fight exactly the same, 0 HP I collapse. No fatigue, no loss of functionality due to wounds?
Tabletop means you play the game on a literal table. Kitchen, dining, coffee table, card table... wherever there's enough room. The DM sits at one end with the screen and notes, and the players sit around the table with their character sheets, pencils, and dice. There's a map that someone in the group is supposed to keep current.I don't know what is tabletop, but despite civilization main series I also like to play Pokémon, who is a RPG.
Some DMs take it all the way down to -10 HP. Each number you go down renders you much closer to death, as in unless you get medical help NOW, you will die (ie. tourniquet, poison antidote, etc.). Once you get to -10, you're definitely dead.
The thing about D&D is that the DM's word is law. If the DM says that your fighting ability is diminishing with each new injury and they do it in a consistent way that doesn't bias the game in favor of the PCs, NPCs, or enemies, it's valid as far as I'm concerned.Still in D&D you're either fighting at full ability or out of the fight.
Partly I think there are different approaches in the games. In Runequest fighting is meant to be dangerous, something you only do when it can't be avoided. Also a lot more emphasis on things like negotiation, surrender as an option, ransoms etc.
Thats true of every RPG. The referees option of house-ruling something applies to all games, it isn't an advantage that only D&D has.The thing about D&D is that the DM's word is law. If the DM says that your fighting ability is diminishing with each new injury and they do it in a consistent way that doesn't bias the game in favor of the PCs, NPCs, or enemies, it's valid as far as I'm concerned.
No game could use every single bit of information in the manuals, or games would take forever and get bogged down in mathematical minutiae.
In one of our games, the fighter messed up his ankle and the DM ruled that hit points were irrelevant - he still had a few, but he could no longer stand on his ankle - and was therefore out of the fight unless he could reach from where he fell on the floor. That made perfect sense to all of us except the guy who saw it as "roll" play rather than "role" play. I was playing the cleric, but was a wee bit preoccupied with trying to keep myself alive at the time (we were outnumbered), not to mention being out of healing spells anyway and would need to pray for some help from whatever deity I was worshiping in that game (don't recall).
Some DMs are of the view that if you're out of healing spells and the injury isn't life-threatening, apply regular first aid. Not every scratch needs a healing potion.
Did I say it was? You referenced D&D and so did I. If I were ever to host a multi-player Fighting Fantasy game, I would tweak the rules for that as well, as there are aspects of the game that make no sense in the context of a story, though they're convenient for not getting killed too fast.Thats true of every RPG. The referees option of house-ruling something applies to all games, it isn't an advantage that only D&D has.
As someone who has done swordfighting (SCA Rapier and SCA Armored) I can safely say that that raw strength is nowhere near as important in swordfighting as your dexterity.Also your aiming finesse, ala firing a rifle accurately, pails in comparison to your raw strength in aiming a sword swing successfully.
True, even FATAL could be fun with a good DM.Thats true of every RPG. The referees option of house-ruling something applies to all games, it isn't an advantage that only D&D has.
@AdamCrock Not really. Unfortunately Phrossack isn't around to post his favorite video, so I will:adamcrock said:Exactly ! My savior ! Someone finally admits that plate armor IS cumbersome ! Thank You ! <3
As someone who has done swordfighting (SCA Rapier and SCA Armored) I can safely say that that raw strength is nowhere near as important in swordfighting as your dexterity.
Even in armored combat, if you just try and power through your sword strikes with your arm muscles, you will have weaker strikes than someone with a better utilization of body mechanics and royally f*** up your elbow. I have weak little noodle arms, but provided I get the core muscles properly engaged on the sword strike, I can hit armor and leave a bruise you will feel the next morning.
That's where we start getting gamey stuff, but I would still disagree. Once you reach a level of general physical fitness, say a 12 in D&D, extra strength isn't really needed for swordfighting. The body flexibility, the footwork, the quick responses, weight transfer between legs, etc. And that is all armored combat stuff, not fencing which is traditionally painted as the 'dexterity' swordfighting compared to knights in armor.I appreciate this, and I read you claiming dexterity. But are you not just describing skill level (+hit from level or THAC0 in the old days) plus... strength? Remember, strength is the sauce on top of level, the main show and the is ability and finesse as you describe.
As I understand it there is a strict prohibition against grappling with your opponent - that's a good way to get broken or dislocated limbs. You are allowed to use your weapon or shield to push against their body or limbs (in general) and depending on region, if your opponent is part of a battle-line, because 'engagement' in line-to-line, you are allowed to plow into them from the side.That said, it's fun to talk about this stuff.So let me ask, as I've never done SCA. Are you allowed to punch, knee, throw elbows, and tackle your opponent? Can you headbutt? Punch the other guy in the nuts or the throat? Throw him into a wall? Break his nose with an elbow? A "to hit" roll in D&D is not "I try to elegantly tag my opponent with the blade of my weapon", it's "I try to maul my enemy with every weapon at my disposal. Oh, yeah, I'm holding a sword while I do it." Do you remember the knife-fight in Saving Private Ryan?
So SCA isn't HEMA?As I understand it there is a strict prohibition against grappling with your opponent - that's a good way to get broken or dislocated limbs. You are allowed to use your weapon or shield to push against their body or limbs (in general) and depending on region, if your opponent is part of a battle-line, because 'engagement' in line-to-line, you are allowed to plow into them from the side.
As far as 'grappling' goes, its prevalence in medieval combat is a bit unclear. It was definitely a key part of the combat mindset - late period texts basically have every knight from age 5 learn how to wrestle - but as far as used in actual combat, I'd say that's a bit unclear (I'm excluding halfswording because that is less swordfighting and more using your sword as a big crowbar). If you have a sword in hand, why do I want to get up close to you to punch you? Keeping you at range lets me use my skill to attack you while staying out of range. Getting into knife-fighting range is a good way to get shanked. Similarly with headbutting. Why do I wand to lower my head, opening up my neck, losing my shield coverage, lose my vision, and possibly bonk myself as badly as you? If I am getting within range of your sword, I better know exactly what I am going to do in that position; and if I am in range of your sword, what am I doing just faffing about with headbutts or punching? Just strike and be done with it.
I have been meaning to try a maneuver warrior, but haven't played in a while and I always played barbarians.
I don't recall which kingdom Ajidica is in, but doing any of this in either An Tir or Avacal would get you removed and probably banned. One of the primary things about SCA, no matter which activities you're involved with, is safety first. That's not to say nobody ever gets hurt, but the idea is to not do stupid things that can get people killed. Nobody likes to suspend or cancel a tournament because someone ended up in the hospital.So let me ask, as I've never done SCA. Are you allowed to punch, knee, throw elbows, and tackle your opponent? Can you headbutt? Punch the other guy in the nuts or the throat? Throw him into a wall? Break his nose with an elbow? A "to hit" roll in D&D is not "I try to elegantly tag my opponent with the blade of my weapon", it's "I try to maul my enemy with every weapon at my disposal. Oh, yeah, I'm holding a sword while I do it." Do you remember the knife-fight in Saving Private Ryan?
Even in D&D there are proficiency bonuses in skills that go up with level as well as attribute bonuses. High dex and proficiency in a skill at 1st level probably isn't enough to be a star footballer, win Strictly, or be a master thief.Just skimming through a 5th-ed wiki I found to refresh my memory, it seems like there's a lot of options to build a warrior character who's skilled; her Strength bonus would only be a part, maybe a small part, even with a very high Strength.
Another thing I was thinking about is that main attributes apply to everything that uses them. There's no reason to think that a skilled warrior would also be a good dancer, or good at soccer/football, or be particularly stealthy. We see in modern sports that, at a high level, skills don't translate, even between sports that are similar. So if I were making a professional warrior in 5th ed. who I wanted to have agility, reflexes and balance in battle, just giving her a high Dexterity might not even be the best way to do it. Unless I wanted her to also be scoring goals, tearing up the dancefloor, and sneaking out of the prince's bedroom before the Queen comes downstairs for breakfast.
AC encompasses the idea of not being hit but also if you get hit you don't get damaged because the armor protects you. So, yes, it makes a lot of sense.Actually using strength parameter for aiming in melee and dexterity for aiming in ranged combat has been a very heated issue among D&D players for ages, because one side thinks a whole AC concept doesn't make much sense because armor doesn't reduce damage (unless it's specified in it's parameters/magic properties ) what armor does actually is reducing Your chance to be hit, which makes no sense. The others side thinks that the system works fine so why fix it and introduce a new set of parameters to a game which has a plenty already (and thus complicate it even more). Personally I think that AC (Armor Class) / "To Hit "system is flawed, but it worked so far - I'm in the middle.