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#21 |
Join Date: Jun 2011
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That may work well for some groups, but unless you know the rules really well AND everyone's mental speed in playing the game is well-matched to their characters' reflexes in combat it's going to distort things badly, I think.
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#22 |
Join Date: Jan 2005
Location: Stuttgart, Germany
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Just makes it more realistic, people hesitate all the time in real life, in games characters often behave as if they're omniscient.
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#23 |
Join Date: Jun 2011
Location: Fairbanks, AK, USA
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Exactly. Olympic-caliber fencers have lost to much less skilled fencers because they hesitated when something unexpected happened. I've beaten a national champion in this way (not that I was any slouch -- state champion two years in a row -- but I wasn't anywhere near his same level).
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#24 |
Join Date: Jun 2011
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My point is that you mix character competence and player competence. It's like that never-settled discussion on playing out talky scenes or using social skills.
I'm not saying You're Doing It Wrong, just that it's not for everyone. |
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Tags |
committed attack (long), wait |
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