Elwro
Arcane
RU => UR
rampage said:Must agree with that. As well, I'd like to point out that a fighter with a high skill might actually plunge forward instead of slashing backward as the player wanted because the fighter knows that backing at that point would put him in a dangerous situation knowing he's out of balance and is just asking for a riposte. The fighter knows better than the player How about that.
HotSnack said:Though if the rules were designed for a computer game in mind, I don't think that's much of a problem.
On a related note a friend once invited me to a game of dnd, and I was slightly shocked to realise that people who play wizards have to roll the dice so many damn times (I guess making 10 separate dice rolls to determine the strength of my fireball just doesn't strike me as particularly fun).
I think aiming attacks, at least in the context of actual physical combat, seems a bit unrealistic. In the hurly burly of battle you're more likely to search for actual openings or momentary weak spots in the opponents defense then actively trying to hit any specific weak spot. I actually think that a fundamental understanding of how close combat works is a very important part when designing a combat system.
Were the bigger shields really that heavy? I think you'd actually be surpriseed if you ever got the chance to see an experienced knight with a kite shield and full plate. They could actually move pretty damn well, contrary to popular belief. Too bad that all that martial knowledge is lost.
VenomByte said:I think whether or not it's possible to aim a shot at a particular body part is very much dependant on the weapon you are using.
I can only speak for fencing, but I can say it is certainly possible to set out to target a particular body part there, rather than simply watching for lapses/acting fast with little thought. In fact you really need to have a premeditated action, or you're likely to be beaten by someone who does.
But I do agree, the decision is for the PC to make, not the player. You never just 'decide' to hit someone somewhere, it's a weighted choice based on how you estimate they will react to a given attack.
You do not "set out" to hit anything, you simply watch for momentary split-second lapses in defense and you act upon it without having time to think at all
Stuff like this is pretty interesting. I was skeptical at first about the quality, but the guy turned out to take more than just fighting styles into account. The bit on culture is dead on, culture is a very important factor in warrior skill and style. He also did a bit of word dropping which let me know he knew what he was about (shock warfare, ritualized, stuff like that). I'm being a little pretentious here, but I've got a small library on military culture in my closet.aweigh said:An essay on the various points of interest of a hypothetical duel between a samurai and an european knight: http://www.thearma.org/essays/knightvs.htm
kingcomrade said:For example, if you stuck your average European medieval swordsman or whatever up against the average Arab counterpart, the Arab is going to be the better warrior, but the reason for that is simply that average Europeans don't put as much emphasis on personal prowess and ritualized skill at arms that a lot of other cultures did.
Put your average Greek soldier up against the average Persian soldier
Oarfish said:It would also be nice to see a game where wearing armor 24/7 is penalised somehow. Like a chafing critical roll or something.