Re: Thoughts of an Ikki Tousen RP
Rather than quoting and debating Cross endlessly, I'm simply going to sum it up as this:
Stop citing my one example as the end-all reason why my system sucks.
My "advantage" (not immune) system was meant for first-moves, to let better fighters show off that they can shrug off early blows. So by suggesting an impalement could be shrugged off, YOU were the one who directly said that you would try to auto-kill people with your early attacks.
Beyond that, it seems like we're generally in agreement about how things should work out. I think the biggest problem is that while neither of us want to resort to dice rolls, I would prefer some kind of system behind the mechanics that shows what everyone can and can't do and helps to organize combat.
I think we got off on combat because it's naturally the most contested part of a freeform system.
I had full intentions and hopes of this entire thing being a highly sexual world with fighting involved, but the more I read on how many people want to haul around weapons, the more I'm starting to think RJ may have a point. Is there going to be anything but murdering with some of these fighters?
Have to agree with this. Although SOME kind of system around what is allowed and disallowed is good, I think it should be more like Tenta's original suggestion with a few vague additions. Anything that goes too far into declaring what you can and can't do on each turn is just restrictive.
@Wushu:
The raw idea of this is freeform, with dice giving advantages to players who do more and try more (and post more). Reading more on it, parts are fine, and parts are ... Bad.
I think a large problem with this system is it encourages a degree of twinked combat, simply declaring all of your hits and then stepping back afterwards to check how effective everything was. While this is tolerable to some degree, when you have suggestions like impaling someone on your spear, the entire system quickly falls apart.
This system would only work if it was tweaked heavily.
Rather than quoting and debating Cross endlessly, I'm simply going to sum it up as this:
Stop citing my one example as the end-all reason why my system sucks.
My "advantage" (not immune) system was meant for first-moves, to let better fighters show off that they can shrug off early blows. So by suggesting an impalement could be shrugged off, YOU were the one who directly said that you would try to auto-kill people with your early attacks.
Beyond that, it seems like we're generally in agreement about how things should work out. I think the biggest problem is that while neither of us want to resort to dice rolls, I would prefer some kind of system behind the mechanics that shows what everyone can and can't do and helps to organize combat.
Is this even about the sex anymore? Because that's all I really saw that interested me.
If you guys are all about the fighting though, that's fine.
I think we got off on combat because it's naturally the most contested part of a freeform system.
I had full intentions and hopes of this entire thing being a highly sexual world with fighting involved, but the more I read on how many people want to haul around weapons, the more I'm starting to think RJ may have a point. Is there going to be anything but murdering with some of these fighters?
I really prefer the referee idea Tent had. I mean, I figured he himself would decide who wins because of this or that, but if he wants a co-whatever that's fine too. I just can't stand stats, because they're emotionless. Sure, they give bad roleplayers guidance to stop them from ruining the scene, but they lack the fluid flow a logical mind can provide. I'd rather have a GM say, "Their blow hits you, it hurts, but you're still fine" and give me a valid reason as to why, than have 'the system' say 'you suffered five hits and now you're dead amen.'
Have to agree with this. Although SOME kind of system around what is allowed and disallowed is good, I think it should be more like Tenta's original suggestion with a few vague additions. Anything that goes too far into declaring what you can and can't do on each turn is just restrictive.
@Wushu:
The raw idea of this is freeform, with dice giving advantages to players who do more and try more (and post more). Reading more on it, parts are fine, and parts are ... Bad.
I think a large problem with this system is it encourages a degree of twinked combat, simply declaring all of your hits and then stepping back afterwards to check how effective everything was. While this is tolerable to some degree, when you have suggestions like impaling someone on your spear, the entire system quickly falls apart.
This system would only work if it was tweaked heavily.