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275647 Posts in 27717 Topics by 4283 Members Latest Member: - otto Most online today: 56 - most online ever: 429 (November 03, 2007, 04:35:43 AM)
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Author Topic: Realism in RPG's II  (Read 1232 times)
Drifter Bob
Member

Posts: 166


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« on: October 12, 2003, 11:36:04 PM »

I'm am finishing up the second half of my universailly despised article on realism in rpgs, which will be appearing in in swords edge e-zine (http://www.swordsedge.net) in a day or two.  

So far I briefly reviewed my original points about equipment, reach, and the defensive use of weapons, and went on to discuss the following topics:

Hit locations & Injury types

     Injuries types by weapon (including chopping, slashing, piercing
     and crushing weapons)

     Penetration and injuries

     Stunning, shock and knock outs

     Penetration of armor by armor type

Initiative momentum and movemement    

     Who attacks first
 
     The hit me / hit you dynamic

     Momentum, range, and weapon type

Combat tactics and special training

     Basic combat tactics (defensive versus aggressive fighting, jab
     versus Haymaker, the rope-a-dope, counterattacking, two weapon    
     fighting, and multiple Opponents)

     From the Fechtschules: Half swording, The lunge, Quarterstaffing &    
     Pole arms

     Acrobatics and Swashbuckling

Fatigue and energy

Morale issues in combat (including alchohol, drugs, insanity, and bards)

Plus two sidebars :"Armor Works!" and "The Historical Use of Crossbows"

Is there anything I left out that anyone here would like to see addressed?
If so respond here and /or email me at cugel23@bellsouth.net
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"We can't all be Saints."

John Dillinger
Marco
Member

Posts: 1741


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« Reply #1 on: October 13, 2003, 05:26:54 AM »

Things of interest to me:

1. Blood loss

2. Tradeoffs for using a shield (if any)

3. Called Shots: trade-offs in choice of precision targeting (the neck is, I'd think, more reflexively defended in addition to being smaller than the body--but a hit there's pretty much an instant win ...) My question is "how much harder is it to hit?" and "why doesn't everyone do that ... or do they?"

4. Role (if any) of stance. Trade offs for offensive vs defensive positioning and how those work with weapon types.

-Marco
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a free, high-quality, universal system at:
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Just Released: JAGS Wonderland
Walt Freitag
Member

Posts: 1039


« Reply #2 on: October 13, 2003, 12:37:33 PM »

I request that if you use words or names like "Fechtschules" in the article, that you provide definitions in the text.

- Walt
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Wandering in the diasporosphere
Drifter Bob
Member

Posts: 166


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« Reply #3 on: October 14, 2003, 05:06:48 PM »

Quote from: Walt Freitag
I request that if you use words or names like "Fechtschules" in the article, that you provide definitions in the text.

- Walt


Thats just the german word for fencing school.  The literal translation is 'fightschool'.

JR
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John Dillinger
xechnao
Member

Posts: 108


« Reply #4 on: October 19, 2003, 01:55:50 AM »

Bod,
any news on the article?
The site seems down everytime.
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