Duel test - ala classic Western shootout style... with snub pistols:apoc527 said:Now I want to have a discussion about this!
...
Can you explain your issues in a bit more detail? Why does it fail the "duel" test? (as an aside, I have come across VERY FEW RPGs that handle duels well) What do you mean by "mime" believability test? And why is the initiative/turn handling so bad?
I am your common movie bad guy (Gun Combat-0) - you are this guy (ok, maybe not that guy, call it Gun Combat-4).
I get the initiative. I shoot and hit (more likely miss) - your turn.
Ok - maybe I got lucky (right) or you were daydreaming.
Next turn - I shoot first again (see the problems?...)
"Mime" believability test:
Ok, draw and fire your 'hand' pistol. What portion of 6 seconds did that take?
Now, take a bead on an imaginary running foe and fire. How many 'rounds' did you get off in a 6 second span?
Draw and throw your imaginary sheathed knife from your boot. Count with me...
Inititative/turn handling
Watch any real fight - heck, you can even watch many movie fights!

(see Duel above)
I stand out in the open, fixing my comm gear, for about 6 seconds. You shoot at me. Once. (My turn... I go first since I had the 'initiative'...)
Don't misunderstand - MGT combat isn't any different than most RPG combat in these respects. In fact, I suspect the problem with most RPG combat mechanics stems from the original creators being inspired from miniatures wargaming and board games - thus, placing too much emphasis on abstract, group combat simulation, dice rolling, and turns. Unfortunately, this is fundamentally not roleplay - and combat takes on a digital kind of feel. The 'story' generally becomes all chopped up, stilted, and just plain unbelievable.