01-20-2004, 08:00 PM
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#1 | | Guest | Question for rules Do not be fooled, this is not a question on fencing rules nor on
interpretation of it. I explain, I am now wrighting an RPG, its a fantasy
role playing game and I will alow weapons from katana to smallsword and then
heavy axes. What I am looking for is ideas to have a realistic combat
system, not real but realistic. I would like it to look likes a real fight
where one hit may kill. I would appreciate any contribution and will not
forget to add your name in the special thanks.
Thank you all of any contribution.
Agleos Arkeneight | |
| | | And now for this message... | |
01-20-2004, 08:00 PM
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#2 | | Guest | Re: Question for rules In rec.sport.fencing on Tue, 20 Jan 2004 08:55:56 -0500
Trim Plus Expert <trimplus@bellnet.ca> wrote:
> Do not be fooled, this is not a question on fencing rules nor on
> interpretation of it. I explain, I am now wrighting an RPG, its a fantasy
> role playing game and I will alow weapons from katana to smallsword and then
> heavy axes. What I am looking for is ideas to have a realistic combat
> system, not real but realistic. I would like it to look likes a real fight
> where one hit may kill. I would appreciate any contribution and will not
> forget to add your name in the special thanks.
>
Kill immediately? Or kill in a day or two? Go to classicalfencing.com
and check in the articles section for "the dubious quick kill"
the smaller and lighter the weapon, the harder it is to stop the other
guy.
Read the manuals written by those who did this for real. DiGrassi and
Silver and Swetnam are all quite accessible (and findable, research is
good for you). Pay attention to Swetnam's ideas about sword v staff,
DiGrassi's points about two weapons and one weapon using two hands, and
everyone's warning about cut vs thrust.
You can't make a realistic combat system if you don't understand the
characteristics of the weapons you are writing for. Or what a real fight
looks like, rather than what a movie fight looks like.
Zebee | |
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01-20-2004, 08:00 PM
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#3 | | Guest | Re: Question for rules Thanx for the advice Zebee,
I had already read Silver, DiGrasse and the dubdious quick kill. Looking for
Swetnam now. I remember in another topic you said first deal with your
opponent attack (preparation or defence) then deal with opponent defence
(attack, compound or simple or on prep.) for the last part I would say look
if the other guy is on his feets, not sure it was you but... This is a good
one. I have studied (Le jeu de la hache) too. I study lots of kendo fencing
and the book of five rings. I train on fencing and rapierplay SCA style too.
Dont want to make much at the same time but later on ill take armored sword
and shield and polearms.
I still thank you for your advice and be sure your name is gonna figure in
the special thanks.
Agleos Arkeneight
> Kill immediately? Or kill in a day or two? Go to classicalfencing.com
> and check in the articles section for "the dubious quick kill"
>
> the smaller and lighter the weapon, the harder it is to stop the other
> guy.
>
> Read the manuals written by those who did this for real. DiGrassi and
> Silver and Swetnam are all quite accessible (and findable, research is
> good for you). Pay attention to Swetnam's ideas about sword v staff,
> DiGrassi's points about two weapons and one weapon using two hands, and
> everyone's warning about cut vs thrust.
>
> You can't make a realistic combat system if you don't understand the
> characteristics of the weapons you are writing for. Or what a real fight
> looks like, rather than what a movie fight looks like.
>
> Zebee | |
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01-21-2004, 08:00 PM
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#4 | | Guest | Re: Question for rules I'd also avoid the hit point route. If you want something really realistic,
you'll need a more realistic approach to damage. Perhaps separate wounds into
flesh wounds, incapacitating, mortal wounds (definition of which depends on
medical technology), instant death.
Joe | |
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01-21-2004, 08:00 PM
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#5 | | Guest | Re: Question for rules It is a good point that you got here,
I already though about that, for my system of damage It behave in this way,
each weapon have different amount of damage, if the damage of one blow is
high enough (meaning a good hit at a good place) it may kill instantly
depending on where the guy who hit aimed. For torso hits every high enough
damage kills for slashing and concusion weapons, for piercing they kill in
an amount of time if untreated, the time depends on the wounded constitution
and the hit location. Since every hit are aimed damage is raised (considered
critical) having more chance to kill when the hit was good enough ( if you
beat the defender enough on your attack roll ). As medecine shows, hits to
the torso are not bleeding too much but are still grave wounds. Head hits
are considered like torso hits. Arms hits may incapacited if the damage is
high enough and cause bleeding (ill get back to bleeding later on), same for
legs hits for exeption of piercing hits are more unlikely to disable.
Concusion hits cause broken bones (so incacity hits always considering a
high enough damage), slashing cause muscle and bone damage. For every other
hits. dmage is treated like system damage and blood loss as to be the same,
and are acumulated as damage points. Blood loss do damage continuously and
system damage is stationary. When a character reach to much accumulated
damage he dies due to blood loss and massive internal damage.
So every hits may kill, instantly or not.
Low damage result in flesh wounds,
and blood loss or massive organic damage may kill you.
Its easy to play and fast ( already tried it )
it is faster than Whitewolf and dungeon & dragon
and its kind of realistic.
N.B. Hit point depends on the character building not on level. (and there is
no level up in my RPG)
Id like to have some opinions of that system.
Agleos Arkeneight
"> I'd also avoid the hit point route. If you want something really
realistic,
> you'll need a more realistic approach to damage. Perhaps separate wounds
into
> flesh wounds, incapacitating, mortal wounds (definition of which depends
on
> medical technology), instant death.
>
> Joe | |
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