From: | Joshua Mumme Grimlakin@**********.com |
---|---|
Subject: | A la John Woo......... |
Date: | Wed, 10 Mar 1999 13:22:34 -0600 |
> : Be it slideing across the floor with two
> :Desert Eagles in both hands letting loose with ammo like a nut, leaping
> :off a wall to performe a corkscrew kick to insigate hand to hand combat
> :or takeing that smooth, cool as ice, cinimatic moment to drop that empty
> :clip before slideing in a fresh new one...each moment of UN-realism
> :during heated chaos...makes for ONE HELL of an enjoyable, memorable
> :experiance!
> :
>
> One problem I have with "cinematic" combat is that sometimes the
> outcomes seem arbitrary. If I can engage in all those shenanigans, why
> can't the badguys? They should! And if the badguys can do crazy stuff
> that my (reality based) experince says won't work, then I can't formulate
> effective tactics against them.
> I don't like that because it REMOVES some of the fun of the game for
> me. The tense, edgey judgement needed to not get killed in (more or less)
> realistic combat is a large part of why I often chose to play Samurai...
I to like the gritty combat feel. But their is a time and a place for cool
cemantics. Such as I want my charachter to be able to leap over the badguys
from time to time. All be it I can not do that right now. But I want that
edge. We are tring to do it within the rules. IE I am gonna have to get my
athletics to somewhere around an 8. But we shall see. Besides I have the
Karma for it! :) or will at least.
>
>
> I'm not really against unrealistic combat, but I do (occasionally, and
> admittedly annoyingly) stick up for more realism, or at least closer
> adherence to the harsher rules. "Cinematic" combat often leads to
> inconstant application of the rules, and I for one like to be able to know
> that all the penalties on TN's are going to apply when the badguy shoots
> at me...
>
> Mongoose
later
Grimlakin