(08-06-2015, 07:43 PM)Sounsyy Wrote:I agree with this. Nothing wrong with being a non-powered fighter, but you have a strong grasp of the setting as everyone knows, and are aware that the gritty approach is not the dominant paradigm by any means. You're ready for it to happen, and react to it in the most realistic way, while at the same time not giving in too much to their demands. Organically adjusting character strength on the go is the smartest way to do things, not enforcing a view of what is possible and what is not. Fight scenes in the end, after all, are not a competition but rather cooperative choreography, with potentially a random element thrown in if rolls are used.(08-06-2015, 04:13 PM)Warren Castille Wrote: Two people are fighting one another. One is super over the top, complete with Tekken-style air juggling. The other is a gritty, super-duper-realism fighter.
So if the over-the-top style attempts to uppercut the gritty style into the sun, which result should be permitted? Does the gritty person godmode a result by only allowing themselves to be hit and nothing else? Does the over-the-top person godmode by forcing the other person to deal with cartoon physics?
As one of those "gritty" fighters who has (on multiple occasions) been subjected to Crouching Tiger physics, I can say first hand that compromises are necessary to make the experience not awkward for both parties.
Sounsyy's entire character concept is designed to be a rather grounded person in most aspects. This includes fighting. She's weak aetherically, she gets fatigued, she can't jump to save her life - let alone do acrobatics. She's not a gymnast. But I recognize this isn't a concept that everyone will adopt. In the setting, there are extraordinary figures and there are the Red Shirt guys, often in the same cutscene. Roleplayers fall into many places on this spectrum. Eventually (if you're doing tournament style fighting like Grindstone) you're going to come across someone who's physics settings are wildly outside your own.
The only thing I know to do in that situation is to discuss it with your partner if it's so left field from what you're willing to expose your character to. (I might expect to be flung 20 yalms if Sounsyy was struck by Leviathan's tail or something, not by a Midlander's right hook.) If the attack is more vague on what exactly its intention is, I don't see the problem in warping the effects to something more middle-ground. For instance, I (personally) find it hard to believe a Highlander could do a front flip onto Sounsyy's sword and land there anime style. More improbable is that Sounsyy... could hold that. So, if they win the roll, they will land on Sounsyy's blade... and Sounsyy will drop them.
I still think a big problem that constantly occurs is the matter of what is realistic and what is believable. Little of what happens in the setting gameplay wise and story wise can be considered realistic and a lot flies in the face of physics, and what is believable depends on the player in question. Thus the only way a fight scene can be resolved in a way that is in any sense satisfactory to both parties is if they are willing to meet halfway like you said. As there are supernaturally empowered fighters, their advantages do not necessarily translate to being immune to basic combat tactics. You can't stand if your balance is ruined. You can't chant a spell if muzzled. All these things translate to reasonable narrative hooks to make a seemingly underdog non-powered character (really effectively equal for all ooc intents and purposes) a legitimate chance to win. I wrote into a situation like this with Sounssy once too. If you can write it well and sell it, any method can work, but that assumes a certain level of cooperation that I feel isn't normally present in competitive events, especially when pairing strangers.
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AV by Kura-Ou
Wiki (Last updated 01/16)
My Balmung profile.