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Musings on Warfare

Started by Malleus Aforethought, August 15, 2010, 05:02:22 PM

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Croaker

Quote from: jibbajibba;400529Its just if you take 2 guys and give them both a weapon they have never seen before and stick them in the arena it's not the most agile or the strongest that wins its the one that is 'scrapiest'
Could this just be a combination of:
- Natural talent (dex) + skill
- Stamina/determination (for taking the hits)
- Ability to fight dirty

?
Quote from: Malleus Aforethought;400732I think JibbaJibba's skill system is interesting, but I'm not sure I'm willing to invest that much work. Alas. So, I'm thinking that I might just try something I'm going to call "combat advantages." Along the lines of being able to purchase an ally, a player could purchase a bonus to warfare in a narrow category. So, Caine, for example, could purchase an advantage with knives/knife fighting. Could also explain Corwin's fencing trick he used on Eric. Of the two, Corwin's trick would be cheaper, since it's of limited utility.
IMO, corwin's trick is best simulated by a power word. Not an actual one, just the "little trick that costs one point" bit.

You should have limited categories, so that your tricks are not along the lines of "italian 18th century maneuver number 1253" such as in real life, where there are a lot of specific maneuvers, but more generic, such as "ample feint", although you could and should give them specific in game names. And that is because?
- Such a tactic doesn't work against one who knows it, or a similar one (thus the necessity to limit them, for game reasons)
- Such a tactic gives you a one-time, very limited duration advantage
- Such a tactic won't work twice on the same person