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Tactical combat for subatomic particles.

Started by Headless, March 05, 2016, 10:15:58 PM

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Headless

Just watched gods of Egypt.  Fun time.  Some good acting, some cringeworthy stuff.  Great effects.  And a story about an immortal family fighting over who gets to be the next King.  

When ever they fought stuff got smashed.  Same in Jupiter ascending, and in The Matrix, and in Empire strikes back.  I don't remember much stuff getting broken in Zelezneys stories.  A few saplings got cut down by Benidict but that's it.  

Is that mostly a difference between books and movies?  

Breaking stuff is cool, but if you go as far as dragon ball it's stupid.  I think their fights are more like modelling sub-atomic particles, they move a light speed and are harder than everything around them.  

Is there and optimal breaking stuff zone?  I want people to get an edge by using their terrain.  But it doesn't make sense to get an advantage hitting someone with a table, if they have already been thrown through a concrete wall.  But throwing some one through a wall is cool, (see above under breaking stuff is cool)

So when you run what's the breakage?

Nihilistic Mind

I tend to model stuff based on fights found in the books. Things may break or get sliced, but amberites don't throw others through walls like it's made of cardboard.

Also, interesting thread title.
Running:
Dungeon Crawl Classics (influences: Elric vs. Mythos, Darkest Dungeon, Castlevania).
DCC In Space!
Star Wars with homemade ruleset (Roll&Keep type system).

finarvyn

#2
Keep in mind that most movies are totally unrealistic when it comes to breaking things. Glass is a special material designed to shatter. Wooden chairs and tables are constructed so as to fall apart at minimal contact because wood is a lot tougher than human tissue. Cars are rigged to explode, and they flip because of hydraulics not physics. CGI of stone and concrete breaking has little basis on reality. These things simply don't happen much in real life but they are highly visual and make for exciting movies.

From a game standpoint, I tend to ignore the effects of breaking things unless a player specifically brings up the subject. This could represent the tactical advantage that was mentioned in the original post. However, once they start breaking things it's fair for the bad guy to do the same.

Oh, and I agree about the thread title. :D
Marv / Finarvyn
Kingmaker of Amber
I'm pretty much responsible for the S&W WB rules.
Amber Diceless Player since 1993
OD&D Player since 1975