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r: thrown weapons



> Actually, I don't think the point is realism at all in AQ combat.  If
> it was, things'd be much different, and much more weighty and unusable.
> See the Dangerous Journey's combat system.  THe melee combat system
> has little to do with RL, so making broad changes to the missile one(i.e.3
> daggers in a round) iis not really necessary. The whole point of
> some minor changes was to up the range, and just that.  Lets not loose
> site of it, one thing at a time.

Agreed. Complete realism isn't the goal. However (and this is a MEGA
However) I think things should be realistic enough that no one looks
at it and goes: thats crap. If someone spots something slightly off
I expect to look them straight in the eye and say: 'to add that degree
of realism would make the game cumbersome.'. I don't want to add
rules. I, personally, want to eliminate a lot of rules. Combat takes
an enternity to run, I'd like to streamline that as well. I believe
that things _CAN_ become more realistic and quicker to play.

Dana's (Hoggatt (sp?) not Shea) theory about playability -vs- 
realism is missing the 'creative' element. With enough creativity
you can circumvent this.

						-Steve