Moderator: Rangers
Hiver wrote:Ever saw SWAT teams charging into buildings with pistols? Even in hostage situations? i think not.
Hiver wrote:Its more about personal preferences and capabilities then weapons themselves. Someone would just feel better with and perform better with a pistol in certain close combat scenarios, though those skilled with assault rifles would do just as well.
Hiver wrote:Ever saw SWAT teams charging into buildings with pistols? Even in hostage situations? i think not.


sorophx wrote:/snip
abyss wrote:Stance affects speed, visibility, accuracy, and cover/concealment. Those tradeoffs allow for greater tactical options and freedom to define and bond with your characters through unscripted gameplay. Sending your sharpshooter to crawl behind some sandbags to reach a nice safe ambush spot, or your thief to slowly skulk through the shadows to silently slit a target's throat from behind, is a fuckton more interesting than just targeting X with Y.
abyss wrote:Stance tradeoffs affect movement and saving throws. For more speed, you sacrifice stealth, accuracy, the enemy's ability to detect or hit you. Speed is important for positioning, in a game with movement, timing and positioning determine who, how, when and where you fight.
abyss wrote:Speed is important for positioning, in a game with movement, timing and positioning determine who, how, when and where you fight.
That same sharpshooter has the choice to run to a safe spot, or sneak there, both with branching outcomes. He has to reach that spot in order to snipe his target in a timely manner, but if he moves too quickly he could be discovered and overwhelmed. Your thief is slowly stalking a sentry. He sees a gap between patrols, and decides to risk sprinting through it.
In D&D, the ability to sneak opens up a world of options for a character.
With one movement speed/stance, a lot of gameplay variation and player-decision is removed. Stances/movement/concealment changes are cornerstones of tactical RPGs for a reason.
paultakeda wrote:I still would like a compelling argument for stance.
sorophx wrote:paultakeda wrote:I still would like a compelling argument for stance.
stances are to be used in conjunction with cover. and, as an additional effect, they could affect accuracy with certain weapons I suppose, but even that is too much for an RPG
Yes, and I can implement all these elements into using a movement pathing command. Combat is modified by all these variables but I am placing the burden of complexity on the skill mechanic and how the player has directed the path and action of a character.
Ah, but you see, for me the saving throw affects stance. Movement is the command you give, stance is an aspect of movement automatically determined by character skill set against saving throws.
I would like a compelling argument for player control of stance versus being a skill control based on the player control of movement.
abyss wrote:I don't see how you can offer the same variety of gameplay scenarios with automated, single-speed pathing. Stances affect movement rate, along with all the other factors I mentioned as tradeoffs. Single speed means no tradeoffs. If you give players separate sneak, sprint, and walk speeds, they may as well just be stances.
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