Volshi Wrote:IMO, If you 'could' slit your victims throat from polymorph, that would be kind of god modding? Seeing as you could just go Lolpolymorphs all the time.
God modding? Perhaps. I would be more inclined to describe it as a class strength -- there are ways to stop it, after all, such as silence effects or even simply resisting the spell. I've always found, in my opinion, that the power of magic has always been severely neutered here: it would stand to reason that a person who controls the powers that created and shaped the very world itself could annihilate an individual armed with a chunk of hammered metal relatively easily.
It all comes down to balance, of course, and creativity in your combat. A mage could polymorph an individual and kill them with the next move, yes, just as a warrior could smash someone down and break their neck while they were stunned. Just as a rogue could poison the soup with sarin and kill off an entire wedding party. Just as a hunter could shoot you through the eye. If you continually swing, fire, or cast at someone randomly, expect the person who uses a little tactical maneuvering and thought to firmly whup you if they really want to.
Volshi Wrote:Also, speaking for myself, when i generally fight via roll, both players normally establish that after the rolls have finished, the effects wares off in such cases as fire and gases. Broken bones or cuts to tendons do stick throughout the fight, but using the over hand can easily be explained OOCly, and it depends on the other player.
You're right: the effects of a severed tendon do depend on the character. But some logical rules do apply: if you're right handed, and have trained with your right hand, don't expect to fight well with your right hand hanging limp and painful at your side. If your Achilles tendon is cut, don't run away at full speed and expect me not to call you on it. The question is how to represent this in a roll fight: if your primary hand is disabled, the one that you've trained with for your entire life, what happens?
Allow me to mention, further, that the idea that a fire or gas would simply wear off after a few seconds concerns me, especially in the case of magical or alchemystical/chemical fire. A fire has a bad habit of just continuing to burn and burn and burn, doubly so if it is a magical or alchemy-based conflagration. Why would it be gone after a round if no action was taken to stifle it or extinguish it in some manner? Gasses have their own can of worms. Dreamless sleep gasses? Yes, I agree, the effect be short lived -- but it should still affect the target during that round! The question is again one of representation: would rolls be modified by a set amount? Would a round simply be lost?
Without a clearcut set of rules to handle this, roll combat is lacking a way to reward the creative use of abilities, professions, and skills. It is all dumb luck -- which may be fine for some people, but seems silly and restrictive to me.
Beltharean Wrote:Personally, when I host events (not so often nowadays) I -do- take into consideration those sorts of things. If someone gets their wrist tendon torn apart, they get a -15 to attack rolls, if someone is on fire, they have to roll over say, 10 or 20 the next round to see if they take damage (unless they manage to put it out), yada yada. I don't normally do that in regular roll combat however, since it gets really confusing, really quickly, and if you're a combatant, then people might think you're being biased, etc. etc.
See, and that seems like a relatively clear-cut way of handling these kinds of situations to me. Some form of simple roll modifications to handle maiming, fighting while impaired (be it drugs, gasses, or just having dirt thrown in your eyes), and other special attacks.
Beltharean Wrote:And also, that's why all my characters carry guns... Your hand's wobbly, but it's not that hard to get off a good shot with you're left hand if you're a righty, heh.
You might find it harder than you think, if you try it.

But you're right, in an emergency, a gun would be easier to use at point-blank range than a sword could ever be. Just cram the muzzle up to their face and pull the trigger. You'd only have one shot with a flintlock, though, because reloading one of those one-handed is a bit of a trick.