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jmanski Arbiter-General (Moderator)
Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Sun Jan 30, 2011 10:43 pm Post subject: |
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garhkal wrote: | Cause i doubt tactics would add to everyone's skills all the time like with battle mind. |
Is it really all that different from using Enhance Attribute for a bunch of folks? _________________ Blasted rules. Why can't they just be perfect? |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16326 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Mon Jan 31, 2011 1:06 am Post subject: |
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jmanski wrote: | garhkal wrote: | Cause i doubt tactics would add to everyone's skills all the time like with battle mind. |
Is it really all that different from using Enhance Attribute for a bunch of folks? |
Not really, but the idea is to use the basic concept of Enhance Attribute to show the ways by which good tactics and planning can make a difference in a combat situation. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14228 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Mon Jan 31, 2011 6:43 am Post subject: |
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crmcneill wrote: | Properly written and applied, these rules would make Tactics an exciting and valuable part of any group combat scenario. Almost all of the complicated rolls would take place prior to the mission beginning, and the bonuses that Tactics could provide would give the team's "brain" a valid way to contribute to the group's success in combat as a whole.
Thoughts? |
Did you take a gander of what i initially wrote? _________________ Confucious sayeth, don't wash cat while drunk! |
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Rerun941 Commander
Joined: 27 Jul 2004 Posts: 459 Location: San Antonio, TX
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Posted: Mon Jan 31, 2011 11:04 am Post subject: |
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I'm a little surprised that no one has mentioned what really makes Tactics work:
Practice
There's a reason that militaries constantly run exercises and mock wargames. The best way to learn tactics is to practice them... and practice them against enemies with DIFFERENT tactics.
Imperial Officers and Stormtroopers have high tactics because they practice working together and know how one another acts during combat. They can react with instinct because they know each other so well.
Teamwork is what's really represented by a high tactics skill. Command is there to initiate that teamwork. _________________ Han - "How're we doin'?"
Luke - "Same as always."
Han - "That bad, huh?" |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16326 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Mon Jan 31, 2011 11:31 am Post subject: |
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Rerun941 wrote: | I'm a little surprised that no one has mentioned what really makes Tactics work:
Practice
There's a reason that militaries constantly run exercises and mock wargames. The best way to learn tactics is to practice them... and practice them against enemies with DIFFERENT tactics.
Imperial Officers and Stormtroopers have high tactics because they practice working together and know how one another acts during combat. They can react with instinct because they know each other so well.
Teamwork is what's really represented by a high tactics skill. Command is there to initiate that teamwork. |
And that's something I'd like to factor into a new Tactics skill as well, rather than making it some nebulous thing that you can't really see where teamwork and practice come into play with stormtroopers and the like. I want to be able to present that ability as an actual dice roll, not an abstract in-game concept or side-note. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16326 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Mon Jan 31, 2011 11:40 am Post subject: |
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garhkal wrote: | Did you take a gander of what i initially wrote? |
I did, and I liked it, but I also wanted to allow for the possibility of revising tactics "on the fly" to account for the changing situation. There also should be some way to account for the fact that a tactical plan may be based on flawed information, as in an ambush like the Battle of Endor. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14228 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Mon Jan 31, 2011 7:43 pm Post subject: |
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So hows about the big bonus (like my IP showed) for planned stuff, and smaller bonuses for on the fly reactioning. _________________ Confucious sayeth, don't wash cat while drunk! |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16326 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Mon Jan 31, 2011 7:51 pm Post subject: |
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garhkal wrote: | So hows about the big bonus (like my IP showed) for planned stuff, and smaller bonuses for on the fly reactioning. |
That sounds plausible. Do you have some numbers in mind? _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14228 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Mon Jan 31, 2011 9:00 pm Post subject: |
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Lets see...
Tactics over diff (or opponent)
For planned situations
0-5 over. +1 to initiave for first rouond.
6-10 over. +2 to initiave for first 2 rounds.
11-15 over. +1d for first round of init.
16-20 over. +1d for first 2 rounds of init, or auto go first in first round.
21-25 over. +1d+1 for first 4 rounds of combat, or auto choice to go first for 2 rounds. Also gains 2 free dice to allocate to any person(s) the one making the tactics roll sees fit.
26-30. +1d+1 for 5 rounds, or auto first for 2. Same 2d for allocation.
31-35. +1d+2 for 6 rounds, or auto first for 3. Allocation now up to 3d. Can give 2d max to 1 person.
36-40, +1d+2 to all initiave through out combat, or auto choice for first 4 rounds of combat. 3d allocation.
41+, +2d to initiave through out combat or auto first pic for 4 rounds. 4D allocation OR everyone gains +2 pips to skill of their choice through out combat.
If applying as an on the fly reaction to a situation, the bonuses go to
0-5, +1 init/2 rounds.
6-10, +2 init/2 rounds
11-15, +2 init/3 rounds.
16-20, +1d/3 rounds. +1d that can be given out in 1 pip increments.
21-25, +1d/4 rounds. +1d that can be given out in 1 pip increments.
26-30, +1d+1/4 rounds. +1d+1 that can be given out in 1 pip increments.
31-36, +1d+2/5 rounds. +1d+1 to give out
37+, +1d+2/5 rounds, +1d+2 to give out... _________________ Confucious sayeth, don't wash cat while drunk! |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16326 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Mon Jan 31, 2011 9:23 pm Post subject: |
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Well, for one thing, your 0-5 and 6-10 brackets seem to be almost identical for planned vs. on-the-fly (assuming I'm reading it right). I would suggest slashing those two to no bonuses at all for on-the-fly. Maybe just have 1-10 be a stalemate bracket, where the tactical situation is so fluid that it is mostly dependent on the skill of the individual combatants.
Also, another thing to consider would be modifiers to the Tactics skill roll itself, reflecting the overall situation. With that sort of thinking, we would technically be moving from Tactics to Strategy, but perhaps it would be best to keep things all under one heading. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14228 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Tue Feb 01, 2011 1:51 am Post subject: |
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Good catch.. should have been 1rnd bonus for the 0-5 and 6-10 brackets for on the fly. _________________ Confucious sayeth, don't wash cat while drunk! |
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