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#1 | ||||
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Join Date: May 2015
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Here's roughly what we thought: IQ for its own sake usually is not worth anything unless Disbelieving is involved, or someone has a reason to make an important IQ roll. For the most part it has no effect so no effect on TV. (If someone somehow uses IQ to dominate someone, then that's a situation modifier and/or probably something to reward with EP anyway.) Plain weapon talents (sword, ax/mace, etc) - the normal baseline expectation for a fighter, so it adjusts the value by zero. If someone DOESN'T have the talent for their weapon, the consequence is -4 DX, so that's worth the TV for that, i.e. -4 TV, but it's not about the talent, it's about the adjDX. TV is ST + adjDX + modifiers. Peculiar weapon talents, as mentioned in the original post about the system, we didn't want to assess individually since they all offer some special thing or another that are apples & oranges and need to be nerfed anyway, and thought it was ok to just call them 1 TV per memory like the others. If you really wanted to rate the TV of someone abusing lassos and whips as written to be able to take out any character at range, they should be very valuable, maybe add your adjDX again as TV, with additional points for the other perks those tools give. Warrior and Veteran, as mentioned, add TV equal to the value of the added hits/attack they stop. In practice they're better because they also have no weight, but that seemed more complex than we wanted and below the accuracy level we were going for. Thrown Weapons we valued at 2 points because it gives +2 DX AND gives the unique ability to throw a weapon the same turn you ready it. In retrospect, maybe 1.5 points but again that's below the grain of our approximate TV system to come up with a perfect number. Missile Weapons adds 3 DX but only for missile weapons, so might be thought to be worth less that 3 DX points. On the other hand, it tends to mean a dangerous missile user, which tends to be a strong fighter design, so seems worth 3 points anyway, especially since it just lets us write the rule as +1 TV per memory point. Fencing actually seems worth a bit less than its 3 memory points, except when it pays offs. But people who have it tend to also be powerful anyway, and it makes thematic sense that fighting someone with great weapon skill should just be a better learning experience, so we let it be +3, the value of the memory points (again nicely seeming to be a rule we didn't need exceptions for). Two Weapons seems usually not worth that much to me unless a powerful character is really taking advantage of it. However it also seems like it would be a good learning experience fighting someone using it, and naturally you wouldn't count it for someone not using the talent in the fight, so again we didn't think there was a reason to not have it be worth 3 TV. Especially since we explicitly mention that ineffective character designs can/should be rated lower TV by the GM. Running and MA in general we did not give TV for, except in cases where someone wins a fight by running around someone due to higher MA, in which case we'd nudge the TV/EP a couple of points for someone who was getting an advantage due to higher MA. Unarmed Combat I and II actually don't seem worth their memory unless you're actually using them. They higher ones sort of start to almost seem that value, but certainly are if actually used against other people in bare-hand & HTH situations. So we valued them at memory value for simplicity, but would tend to not count them in practice unless they were actually used in the fight in question. Horsemanship talents similarly seemed worth about their memory points, but only when the combat was actually on horseback. Again it was pretty natural/easy for us to not count it in their TV except when used mounted, or note it as a separate TV(mounted). Tactics and Strategist are another apples and oranges sort of thing. The side with an initiative disadvantage probably deserves to earn a few more difficulty EP regardless of who they're fighting, so I would actually give +0 TV to the leader with the talent, but tend to hand out a few extra EP to everyone winning a fight in the difficult circumstance of having an initiative adjustment for good enemy tactics, and/or for having their plans predicted by someone with Tactics. |
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#2 | ||
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Banned
Join Date: Mar 2018
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SKARG I am glad we have agreed on that cornerstone first, as all to often I read long detailed discussions here about rule-variations, and in the end - because those discussing a rule did not first agree on the exact rule in question, b) state the exact problem with the rule - you stated both of these perfectly - and c) come to an mutual agreement about where everyone is philosophically first - the whole conversation just ends up as so much fruitless typing, which goes nowhere towards a real solution.
NOW that we are sure we are on the same page, and we are actually seeing things through the same microscope, we can dig in. ;-) Quote:
Additionally, can we hold-off on the topic of Disbelieving until we - later down the road - bring-in the topic of magic and IQ, and keep our focus tight? Quote:
Although I have read your whole post in it's entirety, I would like to ask if we can truncate and hold the rest in reserve, so that we can keep the conversation on a point-by-point basis, as we seek out the baseline. I see where you are heading and with many other prospective rules, while you offer sound rational why you feel a specific talent should be worth X, and another talent is worth Y, I would like to explore another route which may also be available to us in our endeavor. If you have read my other posts regarding my general philosophy on altering the TFT rules, or creating enhancements to those rules, you know that I am a staunch adherent to working outwards from the established rules as a base, and naturally growing outwards from there - rather than trying to superimpose an external rules-set into a per-existing TFT rule base. I want to reiterate, my highest goal is not to impose my own ideas into the system, but rather to create enhancements to the existing TFT rules, and introducing as little alien material as possible, specifically to preserve, while creating a pastiche of the original rules-set laid-down by SJ. Again, withholding discussion of what and why your rules feel a specific talent is worth what it is to the Combat EP Value, can we first look at the values that the TFT:ITL Talents ALREADY offer us as canonical values? Following that philosophy, the existing TFT Talent rules already inform us of specific values for each and every combat talent available; AND, if we methodically apply those same values - without arbitrary alteration - to the existing Combat EP Value, we would automatically generate the samples as shown below: As we agree: IQ by itself offers no direct inherent value to the Combat EP Value; therefore, a "No Combat Talent" figure would be rendered as: ST-12 DX-12 IQ-8 NO COMBAT TALENTS Combat EP Value: 24 If we give the same figure the knife talent - reflecting the most base degree of weapon skill and proficiency - the figure would be rendered as: ST-12 DX-12 IQ-8 KNIFE (1) Combat EP Value: 25 And, if we flesh-out the figure with more training and talents, we get: ST-12 DX-12 IQ-8 KNIFE/SWORD (2) BOW (2) SHIELD (1) THROWN WEAPONS (2) Combat EP Value: 31 THEREFORE, as a start: 1) Why can't we simply use the listed costs of the combat talents as informed by the existing TFT:ITL rules as the specific values added in calculating the total Independent Combat Value of a given enemy combatant? 2) Would this method generate a simple base system with which to achieve that goal, while working from the established rules base outwards? 3) Does this method in any way violate the feel, form, flow, flavor, or function of what makes TFT, TFT? Survey Sez? JK |
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#3 | ||||||||||
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Join Date: May 2015
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Note that you've also already created a change to the effect of the ITL EP rule, which you said you wanted to change as little as possible. Now if a character with only basic weapon talents fights another, they get more EP than ITL would give, and the character with more basic weapon talents is worth more, even though it doesn't particularally increase how well they'll perform. i.e.: Chuck ST 13 Halberd 2d DX 11 IQ 8 Pole Weapons (2) Your Combat EP Value: 26 is going to be valued 6 points (23%) less EP-worthy than: Vince ST 13 Halberd 2d DX 11 IQ 8 Pole Weapons (2) Ax/Mace (2) Sword (2) Shiled (1) Knife (1) Your Combat EP Value: 32 Main problem: These characters will usually perform the same, but one's valued more, and/or you have more work to do to adjust for all the talents that don't get used. Another problem: EP inflation for beginning-point characters. Quote:
I much prefer a starting point where only talents which add something to a character's ability get counted on top of points from attributes. The goal should be to measure actual Threat Value, and not points that do nothing. I submit that counting basic weapon talents as 0, and the effect of using weapons without them by their -4 effect on adjDX, you get a quite accurate effect. It also balances with monsters that have no listed talents, but attack with their DX. Yes. To me, the "feel, form, flow, flavor, [and] function of what makes TFT, TFT" to me, is that stuff makes sense and works well. That's why I want to change the ITL EP formula in the first place. This suggestion adds stuff that doesn't make sense and doesn't have reasons for being the way it is, actually making the problem worse by giving more EP, and for things that mostly won't have any effect, and in a way that doesn't balance with monsters who have/need no talents. Thrown Weapons gives +2 adj DX for thrown weapons (so worth a little less than +2 DX for all purposes) but also the fast-draw ability (which is worth at least 1 point), so it's good at about +2. Including basic weapon talents just introduces error and increases EP rewards for nothing. |
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#4 | ||||||||||||
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Banned
Join Date: Mar 2018
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Right SKARG, I got you. I just wanted to reiterate to you where I was coming from philosophically; as so many of these rules-discussion degenerate into one guy trying to jam his "argument" and "system" down the other guys throat while being wholly dismissive of his "victim's" point of view. If you have noted, I do not "engage" in these "+2DX, -2DX type-arguments"; as I seek to find a collective agreement on conceptual things mostly. I think the conceptually-based TFT rules, when reached, are the best TFT rules - and I am enjoying going through this with you. Thanks.
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It's not a final value, just a pre-calculation only - we have to wait for that. It is only the first factor, one of many such factors we may add and consider, as we build. We may add many, many more such factors - depending on the level of complexity we feel is desirable, and in the end, we may very well cut that BIG final factored total in half, or by a third, or fourth, to scale it properly. So, I am NOT saying that those sample fighters with combat talents - once actually armed and armored, etc - are worth those specific totals; what I am asking is: Can we agree that the values of 24, 25, and 31 are correct if we only add the prescribed talent cost to the base, AS A START to developing the method towards finding a final value? And, that this is a reasonable thing - and MAY NOT be the ONLY thing - to account for, in finding that final value? You know SKARG, it's interesting, there has been a lot of talk of LEGO's on the board lately, and all we have here so far is 2 LEGO pieces joined together for consideration at this stage of building toward a potential new Combat EP Award Rule; but it's not THE RULE - yet. Again, "Too far, Too fast". Before we can properly account for what value a specific combat talent adds in function during play, can we agree that we should FIRST account for the value a combat talent adds by merely existing within a figure in the first place? Quote:
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So, if I am understanding you POV, you think ACTUAL is the way to go, and I think POTENTIAL is the way to go. Your thoughts on this at this point, please. Quote:
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Yes, but to be discussed later in the dialog. Too many irons presented to the fire already. We need to come back to this; agreed? Quote:
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Regarding the second part of your statement about "Monsters who attack with their DX and have no listed Combat Talents." THIS is a VERY interesting difference, and opens up a whole aspect to consider - and one I think will be quite exciting and fascinating to run-down when trying to balance for a game system which uses both methods (i.e. figures which attack with just DX, and figures which attack with DX+Talents), but let's get our basic figures down first, yes? Quote:
POV, at play. We really need to come to an agreement on this sticking-point and alleviate it. In considering my POTENTIAL perspective, I am thinking that an empty gun can still threaten as well as a loaded one; and that, a fighter who is skilled in the Kicking, Punching, Trapping, and Grappling Ranges of Combat, is still a larger POTENTIAL threat, even if the fight never bridges into Trapping and Grappling ranges, or if they are going at it with rakes and shovels. But I will be anxious to learn where we end up on this point. Okay, your turn ;-) JK Last edited by Jim Kane; 05-16-2018 at 11:00 AM. Reason: Typo - Moonster is a Monster from the Moon? |
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#5 | |
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Join Date: Apr 2014
Location: Coquitlam B.C.
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Sorry I've not replied for so long Skarg. I agreed with you, but wanted to say something more substantial than 'you rock'. Your basic system is great, and QUICK TO CALCULATE, which is key. I'm not sure that it is worthwhile to make a lot of adjustments for talents, most of the time, the small adjustments for talents on one side will be within a few points of canceling out the talents on the other side. As for IQ adjustments... talents cost so much more memory (mIQ), than spells, and generally give a much lower bang for the buck than spells, that I would suggest that you simply give a bonus for the IQ of wizards. High IQ wizards in particular are powerful force multipliers. Perhaps, for wizards, subtract 4 from their IQ and add the remainder to the Threat Value (TV). If I was to use your system, it would have to be simple and fast to use. I agree that the fine adjustments you suggest make it more ACCURATE. However if it is too slow to use, it likely won't get USED much. Warm regards, Rick. |
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#6 |
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Join Date: May 2015
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Thanks Rick. Yes you could just use IQ-4 or something for wizards, and it'd be about the same. We were really interested in the fighters more than the wizards because it was clear that wizards were another kettle of fish and we'd have little hope of making a simple system with real accuracy for them. Also, we were interested in the system making sense in a vaguely simulationist sort of way, and so while a powerful wizard is certainly a massive threat, a warrior might not really stand to learn that much that would improve their fighting abilities by killing a wizard. From that point of view, the threat value of a wizard might be considered irrelevant for EP purposes unless they do things to you that you can learn from, and summons and illusions already count as fighters.
On speed, it got to be fast for us, and we realized TV was always an estimate so these were guidelines that help a GM learn a consistent way to assign EP value, rather than a task that the GM needed to be meticulously consistent about. In practice it's just ST + adjDX + (armor x 2) plus nudges for anything else that's relevant. I think it does a good job of being essentially the ITL EP system but with logical corrections, and being simple enough for us. We liked it. I don't think it's perfect or an entirely accurate measurement of a character's threat value. I could think of ways to make more accurate ratings, but it might be tricky to make it as simple or as similar to the existing system. I think an equally valid solution would also be to use GM discretion instead... but I think I'd want some sort of a system to have consistent guidelines for what those awards should be. JK, thanks for the reply - I haven't the time or awakeness to respond in detail tonight but I mean to get to it soon. |
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#7 | |||||||
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Join Date: May 2015
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Sure. :-)
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I still think what we came up with was a really good system that addresses the main problem we saw with EP rewards, and is simple (though probably a pain for GMs who don't like doing subtraction during play) and based on the ITL EP system. If I were to design my own ideal system for my own use now, or wanted to emphasize accuracy of the actual combat value of a fighter character, however, I think I would actually do it at least somewhat differently, as I don't care so much now about trying to match the ITL EP system. For example, I'd probably use a computer to do some analysis. Quote:
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I think it might be useful to say what you want your EP amounts to represent. The system I listed had two things in mind: 1) The threat level of the opponent - objectively how hard it is to defeat that opponent as the character is actually encountered in play. 2) How much can the victor be expected to have learned / developed from facing and defeating that opponent as the character is actually encountered in play. Also, the system I mentioned is a "patch" on the existing system. We were acutely aware of a major malfuction in the published system, and devised a system that addresses that while being a relatively simple modification to the existing system that does not question the baseline that attribute totals approximate the EP value of defeating someone. Having thought lots more about character improvement from experience in RPGs in last 33 years, I now actually have different ideas about what I'd ideally want, though I still think that system is rather good at what it does (i.e. simply patch the problem with weaker foes giving far more EP than their threat, compared to stronger foes.) Ideally, what I'd really want (which is very different from the system I posted) is instead, 3) How much a character should learn and develop their own abilities from the fighting they do in play against the opponents they face, whether they beat them or not. (That's a harder problem which I've also worked on, but don't have a ready tested solution for for TFT.) It sounds like you have may some different ideas about what you'd think the amount of EP given should represent. I'd be very interested to hear what you think you'd (ideally, or practically) like the amount of EP for a fight to represent. Quote:
I suggest that combat talents and the memory points put into them themselves are actually worth nothing - what's worth something is the effects they have in terms of things that determine what happens in combat; DX adjustments, inflicting or stopping more damage, etc. Quote:
Fighting someone with -4 DX due to a Clumsiness spell is the same as fighting someone with -4 DX due to using a weapon they lack the talent for (with some error for DX uses that don't involve that weapon). Maybe a better example is: fighting someone with DX 13 in cloth armor with a Stone Flesh spell on him (armor 5, -1 DX for adj DX 12) is effectively the same situation & difficulty (except for MA and encumbrance level) as fighting someone with DX 18 wearing plate armor without a spell (armor 5, adj DX 12). |
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#8 | ||||||||
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Banned
Join Date: Mar 2018
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It comes down to a distinct differences in the approach and the goal of Restoration vs. Renovation vs Replacement. I am married to the philosophy of a "Restorative Renovation" approach for TFT first and foremost; and Replacement as an absolute "last-ditch, heroic-measures" solution - once all other schemes have been examined and exhausted. SKARG, I feel we are both wanting to head to the same general destination on this one, but the end-condition we find ourselves in, when we do get there, is something were we do not appear to be on the same page. So what are we going to do about that? Quote:
I hold this opinion because: 1) if two identical brother are going to have a fight, but the 2nd Brother has all manner of martial and psychological knowledge in his head - even if he can't use most of those talents and knowledge in a specific melee - I feel he should still "get minimum credit" for his enhanced knowledge and background in making him the greater threat of the two; hence my reasoning for awarding the base talent cost to the Combat EP Award calculation. Also, 2) if both brothers, now being Wizards, are fighting with identical staves, and they both possess: Staff, yet the 2nd brother has also studied: 3-Sectional Staff (a peculiar Chinese weapon), and Pole-Weapons, he has more combat knowledge over brother number one, and therefore posses the greater intrinsic threat - by my reasoning. Where am I off-base here? Quote:
Although we both agree on the end goal, as far as all the things I think the Combat EP Award should include, I cannot give you an absolute answer at this time, as I feel we have only scratch the surface. So, I can only answer based on the work we have done so far, and that would be summarized as:
Ideally, in the end, I would like to see a 45 point ST15 DX15 IQ15 French Pastry Chef, No Longer Be Worth The Exact Same EP Award. if he is killed by a ST-15 DX-15 IQ-15 Samurai Blade Master, even if he is only armed with a rusty apple-coring knife. and more if he uses his Katana; and visa-versa. That is where I am at this point of development in our discussion. If we could agree on the subject of Combat Talents being valued at their base cost, as a means to gauge the overall value of a fighter and his combat knowledge overall, we could move forward to assigning specific values for weapons actually used in Melee. Quote:
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Are we any closer to agreeing that combat talents - used or unused - represents enhanced combat knowledge and creates more threatening figthers? JK Last edited by Jim Kane; 05-18-2018 at 02:36 AM. Reason: Typo |
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#9 | |||
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Join Date: May 2015
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It seems to me that the system I posted at the top (which I still quite like and is what I'd choose to use for TFT unless/until I invent something else) is very much a "restoration" effort. It's basically just some adjustments on top of the ITL EP system. I'm willing to agree to talk about what sort of EP system you want to work on, as long as we can define what what that is, and I can relate to it enough to be interesting to me.[/quote] Quote:
By "scope", I mean that when I think of various RPG character improvement systems, one could break them down by the precision of the character actions that result in improvements or points towards improvement. You were calling it Actual versus Potential, but I'm thinking it's also perhaps a bit like the scale ranging from systems where EP/improvement is awarded for individual acts (mostly what TFT does, I would say) to systems where awards are for certain challenges/opponents overcome or rewards attained, on up to systems with even broader scope for assessing rewards, such as per session/adventure/quest/milestone, or just per GM gut feeling. Looking at ITL (page 10) Experience Points rules, we see experience is "do[ing] something "well"" and for actions, each point of damage done in combat, killing foes, using fatigue casting spells under pressure, making 4-die or harder saving rolls against danger or when putting talents "to good use" ... So far, all of those are for specific actions so small/narrow in scope, and what you called Actual. Then there's also time spent in play (which we very rarely used because it seemed OOC and could instead fall under GM discretion) and GM Discretion. I'm curious whether you'd agree, but it seems to me that what you're talking about with giving more EP for beating someone with more Potential threat, is what I'd call a higher-scope perspective. Meaning that the award isn't assessed based on what you actually did under what actual conditions (as I would say most/all of the TFT awards are aimed at, even if they're so simple they're often not very proportional to danger), such as a few rounds of actual combat, but rather, you'd like a system that awards EP based on the larger-scale conflict, such as the heroes come into the domain of some foes, and anything could happen, including who notices whom first, what they all do between fights, and so on. If that's what you mean, then I might be more inclined to agree with the idea that a wide range of combat talents might be thought to all be relevant to the difficulty of defeating someone. Because you're talking about the difficulty of defeating an opponent who lives a day away, and the whole adventure of being in the same world as that foe and all the circumstances that lead up to you defeating them or not. With that broader scope, sure in a sense the foe is more dangerous if they have multiple weapon skills, because you might in theory be more likely to meet them in situations where there is a weapon they know how to use nearby. But I'm afraid I'm still going to complain about just adding up memory points, because when you do face someone, they generally can only use one weapon at a time against you, and the majority of the thousands and thousands of TFT fighters I've seen die in play, only made use of one or two weapons, and it seems to me that the value of redundant weapon talents in play is just almost always far less than +1 attribute, or having a talent that does tend to end up affecting something during play. So even if we agree the Potential added danger of a foe with extra weapon talents is non-zero and relevant to the scope of the EP system even when unused, I don't think the actual value I would assign to having more than one weapon talent would even amount to +1 in most cases. Quote:
(For example, I might say that there is the experience of being in deadly combat, and the experience of fighting someone trying to kill you using various strength, abilities, and equipment, and the more formidable that is, the more you learn what it is like to fight someone at that level and what you can do about it and details of techniques they use and so on. It trains your muscle memory, reflexes/reactions, and how you do what you do when you fight, and the more capable the opponent relative to your own ability, the more you're liable to learn and improve if you survive.) I'm interested in how you'd answer that, if materially different from what I wrote? |
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#10 | |||||||||
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Banned
Join Date: Mar 2018
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So, we both know what we want an enhanced Combat EP Award system to do; it seems we just need to agree on WHAT goes into that AND what does not, and then, it is down to the processes of HOW to balance the thing, and HOW we are going to state it as a simple formula. Quote:
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Bruce Lee had a saying: "The enemy has only images and illusions, behind which he hides his true motives, destroy the image (POTENTIAL THREAT), and you will break the enemy (ACTUAL THREAT). Quote:
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JK Last edited by Jim Kane; 05-19-2018 at 01:55 PM. Reason: Typo |
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