Am I missing something?
#1
Posted 13 September 2012 - 10:54 PM
Not to mention here I am supposedly skilled with a bow, I fire at a target who has no idea I'm there at short range for 3 turns before a single arrow connects, and other than knocking off some hit points has no real effect.
I enjoy the RP but gotta say the combat system is just lousy, and slow. Prefer tabletop style I shoot, I hit, I maybe wound, if I do he gets a save, if he fails he dies or is wounded etc. All done and calculated within 1 minute or less on the fly.
I think this has spurred me to come up with my own combat system. Something between the two allowing for character flavor, and battle ranging from half a dozen combatants, to 100 combatants being able to be handled efficiently in under 3 hours for the latter, and a matter of minutes for the half dozen.
#2
Posted 13 September 2012 - 11:22 PM
#3
Posted 14 September 2012 - 12:13 AM
I figure that sort of balances it out.
Current Bones Count: Total: 109 Painted: 80
Buglips, that is just epic, and so very wrong.
#4
Posted 14 September 2012 - 12:19 AM
Sacrificing minions: is there any problem it CAN'T solve?
- Lord Xykon, OotS #192
Beowulf ll. 1538-1543
... Pay no heed to proud thoughts, famous champion. Now the flowering of your strength is but for a while. After a while, the time will suddenly come that disease or the sword's edge will cut off your power. Either fire's grasp or flood's surge or blade's bite or spear's flight. Or vicious age, or the flash of your eyes will gutter and burn out! It will be all at once, great campaigner, that death will overpower you.
It's terrifying! Without enough caffeine your body undergoes these hours of partial paralysis and hallucinations! :shudder:
- Argentee
Black Lightning: MA010.
#5
Posted 14 September 2012 - 05:07 AM
#6
Posted 14 September 2012 - 06:28 AM
Naturally, he died because a wizard exploded.
#7
Posted 14 September 2012 - 06:51 AM
#8
Posted 14 September 2012 - 07:27 AM
A similar mechanic is used in Savage Worlds: There are two types of characters in the game -- "Wild Cards" (PCs and major NPCs) and "Extras" (the "bit players" and "mooks"). Savage Worlds is basically an evolution of the "Great Rail Wars" miniatures game that tied into the original Deadlands RPG -- a very stripped-down game for quick miniatures combat that then had a few RPG elements put back in to make a very miniatures-friendly system. It works great for swashbuckling high-seas adventures where our Errol-Flynn-like heroes fend off lots of stereotypical pirates, or pulp adventures where our heroes are shooting Nazis left and right (and one shot is all it takes per Nazi), or even more horror-like scenarios where a few survivors fend off hordes of zombies (where the zombies can take any number of bullets to the chest, but one solid hit to the head takes a zombie down).
With that kind of mechanic, the character is either up or down ("stunned" or "shaken"), or off the table entirely (incapacitated). If it matters to know whether an Extra was slain or merely knocked out, that can be resolved AFTER combat is over with, rather than breaking from the action. Your progress in the battle is easily measured at a glance simply by how many bad-guy miniatures are still on the table, rather than lots of little wound tokens or scraps of paper keeping track of hit point totals. I find this sort of mechanism to really speed things up considerably.
I also like games where I can resolve attacks from several combatants with a handful of dice, rather than rolling each one separately. I was first introduced to this mechanic in Warhammer Fantasy Battle, when I'd roll a handful of six-siders to resolve the attacks of several combatants, against a threshold target. Advanced HeroQuest used a very similar mechanic, only with handfuls of 12-siders instead; if I had a bunch of goblins attacking a hero, I'd just roll all the dice at once, and then figure out how many were hits, how many were misses, and how many were critical failures. It didn't matter terribly WHICH ONE hit or missed. (And if it did, such as for a critical failure, I could always just let the player pick which one and be done with it.)
Savage Worlds allows me to do the same thing; rather than having opposed rolls for everything, you get a target number based on your enemy's Fighting skill and other factors (shield, etc.) that's recorded as his Parry value, and if it's a ranged attack, you go against a flat target number modified by range, cover, etc. You know what the target number is when you roll, so if you've got several attackers making their attacks under the same conditions, you can just roll for the lot of them, and separate those dice that made the threshold and those that didn't. It speeds things along rather nicely.
#9
Posted 14 September 2012 - 07:55 AM
bryan@reapermini.com This post is 100% organic. No Artifical Spellcheck or Grammar Check was used in the manufacturing of this post. No Zombies were harmed in the making of this post.
#10
Posted 14 September 2012 - 08:03 AM
#11
Posted 14 September 2012 - 08:05 AM
2013 Painting Goal: 36 Figures/ 7 Painted as of 02/27/2013
For other Wargame and miniature related stuff you can read my blog at http://tacticalrock.blogspot.com
Does anybody else find it odd, by the way, that the information age has led to language becoming an oblique and imprecise tool where even the most straightforward phrasing is pored over with chicken entrails and bone tossing to divine the true meaning?
#12
Posted 14 September 2012 - 08:38 AM
#13
Posted 14 September 2012 - 09:31 AM
* Cry havoc, and let slip the dogs of war - Shakespeare's Julius Caeser
* Artificial Intelligence is no match for natural stupidity.
* We occasionally stumble over the truth but most of us pick ourselves up and hurry off as if nothing had happened. Winston Churchill
* Tardis Express: When it absolutely, positively, has to be there yesterday
* Once more unto the breach, dear friends, once more, ... - Shakespeare's Henry V
* My two hobby blog; Wargames and Railroads
#14
Posted 14 September 2012 - 09:48 AM
I've played every edition of DnD except for true 1st edition and can say that I've seen combat drag to an utter standstill in 3rd and 4th edition DnD. Our combats take forever even with significant adjustments to the game.
That's . . . well, weird. I guess. See, I haven't played 3rd or 4th but I thought part of the idea behind those was simplification. Our 2nd Edition combats have always run smooth, and not too long if people aren't doing fancy stuff. Which they most likely are. Which is how that horse got up on the chandelier during the barfight.
ETA: 1st could take long to resolve, but that's true of a lot of things in 1st - because the necessary rules were scattered across 12 books and a box of Dragon mags. Need to look something up? Better you than me, dude!
ETA 2: Now that I think on it, I don't know if our combats take long to resolve or not. I'm too interested in doing them to look at the clock. They're never boring! I'd rather have interesting than quick, given the choice.
Current Bones Count: Total: 109 Painted: 80
Buglips, that is just epic, and so very wrong.
#15
Posted 14 September 2012 - 02:10 PM
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