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Archive => RPG Theory => Topic started by: M. J. Young on November 06, 2003, 12:24:44 AM

Title: Simple to Complex Combat in Multiverser
Post by: M. J. Young on November 06, 2003, 12:24:44 AM
Over in design and resolution
Quote from: MarcoI suspect I'd like Multiverser.

The simple-to-complex issue (did I read you right? Up to 12 steps?) is a great assist in play. I also think it's interesting that character with the best chance to hit goes first. That speaks to timing in the case of a fight--but does a character with a short weapon get to hit before a character with a handgun (and really, I guess, does it I found that interesting).

Going from simple to complex is great--but if I want all the mechanical differentiation then I've gotta play at the most complex level--and I guess all I was saying was "I suspect that all that differentation will, in the end, be moderately "complicated".
It seems the best way to answer that is to provide an overview of the steps, and to do so in a new thread so as not to derail the topic of that one. We spent many hours trying to figure out how to fit into one combat system anything we could imagine any character or creature ever doing in combat under any system, and I think in some ways it looks more complex than it actually is.
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