[UA] Dead bad guys

Nick Wedig mrteapot at disinfo.net
Fri Jun 29 09:04:24 PDT 2001


>>FIFTEEN combat rounds for a fistfight to the death.
><snip>
>
>>What, specifically, do you feel inhibits bar brawling?
>
>The fact that it has to end in death.  Most bar fights don't.

Shouldn't that be a matter the GM handles?  In any game system where the GM determines effects of damage, he should be rather willing to say "you were knocked unconscious" if it is appropriate.

>In UA, as it stands, you can't knock someone unconscious without killing 
>them.  That's a flaw. It's also almost impossible to kill someone in one 
>hit with a sword.  That's a flaw. 

Any unskilled swordsman has a 1 in a hundred chance of killing with a sword (oacowa).  I doubt a real life unskilled swordsman is much luckier.  Matches and the like improve the chances of any skilled swordsman killing on a single blow (IIRC, weapons with +6 or more damage do firearms type damage on matches... so a swordsman with 55%, even unobsessed, could kill many people on a first blow, and nearly kill everyone else).

>The fix we've put in is as follows:

The problem is your rules are very precise, but precision and accuracy are not the same ( http://www.criticalmiss.com/backissues/issue2/realism1.html ).  I tend to think reality is less precise than your system is.  Some weapons may have a very easy time knocking someone out in some situations, others may not.  One weapon or move's effectiveness in incapacitating may change from situation to situation.  Since the players don't see what's going on anyway, why not leave it all GM's call?

Then again, if it works for your group, I don't give a damn.  If everyone's enjoying it, you could be playing in any sort of game with whatever rules you feel like.

Mr. Teapot
trained monkey

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