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I'm writing a kung-fu RPG and I want to talk about it

Started by Azraele, August 04, 2018, 05:43:39 PM

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RebelSky

If you don't mind a slight hijacking that's not really a hijacking I'm going to talk about WEG Star Wars 1E a moment.

In my own brainstorming of doing a post apocalyptic RPGs based on Star Wars, the combat system really surprised in how cinematic it really is. You don't roll any kind of standard initiative. At the start of a combat round everyone describes their actions and this determines how many segments the round lasts.

Characters then take actions In the Order described. If two characters are directly opposing each other, both roll their actions and the higher roll acts and loser doesn't get to act. A common example is if two people are firing blasters at each other. Both roll to attack but only the higher roller, who also beats the Difficulty Number, gets the attack off. Other person doesn't.

I think this kind of system could work really well for a martial arts focused game. Add in something like Raises from Savage Worlds where the higher over the difficulty the character gets a bonus or a Stunt system like from Modern Age where characters get points to do really cool Stunts and these Stunts are different martial arts maneuvers... It could be very Kung-Fu.

Azraele

I dig the idea of their being primacy of action for the victor of a struggle; I think you're on to something there. I'd want some kind of way to draw out the tension though... Exalted Third Edition's "clash" mechanic is a bit clunky, but it gets at the heart of what I want those sort of struggles to *feel* like, you know?

I'm interested in this "segmenting" of the combat round; I never played the d6 star wars (or maybe I did and it was forever ago and I forgot everything about it?). I think there's potential there, but there's also a big possibility for confusion. I find in most fights, players become advantage-seekers; any area in which they can gain "tactical arbitrage" (ie; they can gain an advantage for no cost), I find that they do so. Vague points in the rules, like "which action descriptions create segments?", could lead to scenarios that funnel players into less imaginative (but competitively superior) styles of playing, which I'd watch closely if I were designing it.
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