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       #Post#: 94--------------------------------------------------
       Monster Hunter Tabletop Game
   DIR By: Kortekai
       Date: November 10, 2014, 3:48 pm
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       I've seen several attempts at making a MH-based tabletop game.
       Everything from an RPG to a miniatures combat game, and the one
       thing that has always stonewalled me at such an attempt is the
       fact that turning MH into a turn-based game completely negates
       the one amazing thing about MH--the reaction-based skill
       required to play it. I have since continually wondered how such
       a thing could be successfully brought about, other than simply a
       Dungeons & Dragons styled game that uses MH creatures and
       locations. A game where the combat requires more than just die
       rolls and maintains some semblance of MH's quickness.
       Has anyone else been thinking about this sort of thing?
       #Post#: 106--------------------------------------------------
       Re: Monster Hunter Tabletop Game
   DIR By: DylanFishkeeper
       Date: December 7, 2014, 2:44 am
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       Wow, I just saw this post. I was actually trying to tackle this,
       and I think it's gonna be a DnD style thing with some twists
       (never actually played DnD, so yeah...). What I was thinking of
       was the Game Master starts the fight when the hunter enters the
       area. Maybe have a top-down board with the zones and
       players/monsters marked to calculate distances in cubes. Attacks
       will reach so many cubes, and combat will happen in "frames."
       Frames will be units of time that attacks and movement consume;
       this means if a monster does a hip-check with 2 frames of tell,
       5 frames of active attack, and a cooldown of 10 frames, this
       gives each hunter a few frames to respond, but will still punish
       players that don't position and attack wisely. Example:
       ================================================================
       GM says: "Green Plesioth glimpses at player X and coils itself."
       Player X has 2 frames to move out of the damage squares, dodge,
       or keep attacking in hopes of a stagger.
       At the same time, Players Y and Z are not performing any actions
       and are out of range, so they can re-position and begin
       attacking.
       Player W, a lancer, is able to run to Player X's square in 1
       frame and shield in 1 frame, blocking for himself and player X
       in the nick of time.
       Player X sheathes his hammer (1 frame) and dodges 1 block back
       (1 frame, -25 stamina, still in danger zone)
       Player Y moves 2 blocks back (2 frames) and prepares to load a
       pierce 3 shot.
       Player Z, a SnS user, draw attacks the Plesioth opposite of X (1
       frame) and starts a 4 hit combo (2 frames)
       Player W sprints 2 blocks to stop in X's square (1 frame, -25
       stamina) and shields (1 frame)
       2 frames have passed, GM says: "Green Plesioth slams its weight
       at X and W, the mighty blow shaking W's shield arm but not his
       footing (5 chip damage dealt to W, -50 stamina, 1 frame of
       cooldown activated)."
       Y's pierce shot loads (1 frame) and fires(2 frame cooldown, hits
       instantly at current distance).
       Right wing breaks, so GM announces "The battlefield echoes as
       Y's shot lands true, tearing through both of the beast's wings
       with an audible crack."
       Z finishes his combo and dodges (1 frame) [shortened to 1 frame
       as opposed to 2 thanks to SnS comboing into a dodge]
       X uses healing flute (3 frames, heals at the 3rd)
       =========================================
       As you can see, the GM has the most work with keeping track of
       not just the monster, but also where people are and what they're
       doing so as to keep people from pulling stuff off like level 3
       GS charges in 1 frame. The thing is, though, this will still
       allow players to move, dodge, and attack as they please and
       still feel action, but if they are standing in a cube reached by
       the monster's attack during any active hit frames, they get hit.
       Obviously it won't be the same as literally controlling a
       character in real time, but these types of games depend on the
       players using their imaginations to build the action.
       The GM will be vital in making sure the players understand the
       game and environment as they narrate the quest monster's attacks
       and movements. They have to make sure to pose a dynamic fight
       with an intelligent monster, but not stifling to the players.
       They might also want to give the frames for each attack for the
       first few battles with a monster before expecting players to
       know the frames of attacks. This would reflect the actual game,
       where players learn and eventually the timing becomes second
       nature, and help create more immersion in the game.
       Honestly, though, I feel like this is a game where you would
       need someone to control the monsters. Having a static battle
       doesn't enforce the MH spirit, were monsters react to your play
       style and will pull off unpredictable things from time to time.
       You can't really simulate this with anything other than a person
       if you are doing a table-top game. You need a good GM that will
       make monsters challenging, but not crazy brilliant strategists;
       they're supposed to be monsters, after all, not savants of the
       art of war.
       #Post#: 107--------------------------------------------------
       Re: Monster Hunter Tabletop Game
   DIR By: DylanFishkeeper
       Date: December 7, 2014, 2:58 am
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       So in my combat example, had Player W not been there, X would
       have been hit for full damage. This will allow for players to
       make these decisions and act on them. The only thing I have to
       note is dodging would probably be based on a slightly random
       system. A base dodge will succeed if you pull a 8 or less from
       1-20. But let's say you have evasion+1, that's now +3, and
       evasion+2 is +6. Each extra frame that you are not performing
       any actions increases that number by 2, up to 2 frames (+4).
       So let's say you're just running around a monster in your
       evasion+2 set, and he's winding up a move. You prepare to dodge
       2 frames before it hits, gaining (8 + 6 = 14) from your armor
       and (14 + 4 = 18) from your preparation. The move comes out, and
       RNGesus gives you...9
       Since 9 <= 18, you have successfully dodged the move.
       You continue running around, goofing off. The monster winds up
       again, and you prepare with 1 frame this time. that's (8 + 6 =
       14) from armor, (14 + 2 = 16) from preparation. The RNGesus does
       not like to be tempted and gives you an 18.
       Since 18 > 16, you are hit. Should have prepped that extra fame!
       But this gives players incentives to use evasion, even lets them
       boost it's effectiveness like in game, but still presents a
       risk.
       #Post#: 108--------------------------------------------------
       Re: Monster Hunter Tabletop Game
   DIR By: Kuro Neko
       Date: December 9, 2014, 12:01 pm
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       If you travel the D&D forums you can find people make examples
       of it. It is hard to recreate MH in a tabletop format but people
       have made homebrew versions for it. I have yet to try out any of
       the ideas so just read and experiment.
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