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adamlumina93 Lieutenant
Joined: 07 Nov 2005 Posts: 87
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Posted: Fri Mar 24, 2006 9:01 pm Post subject: Maximum Actions Per Round |
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I have a house rule that I have just started using that states a character can only make as many actions in a round as per the number before the D in dexterity. I believe that your base dexterity shows your potential for being fast. In my rule that also includes reaction rolls. My logic behind this is a combat round is 5 seconds and that is not alot of time to perform say 10 actions. That only leaves 1/2 second per action. To make it more logical if Player X has 3D dexterity he can make 3 actions in that round (or 6 actions if a force point is spent) If Player X decides to shoot three times that only leaves just 1.67 to find the target, aim and shoot. There is so much going on that Player X would not be able to concentrate on dodging. My players like this rule as it actually makes sense and it adds a new level of thinking and planning when going into combat.
As a side note to this I also assign multiple action penalties different. Everyone gets there first action. The reason for this is because you cant realistically plan out all 5 seconds in advance you react as to what is happening. Example is Player X again with 3D dex is in combat. He thinks he can take out his enemy in one shot so why declare more. He shoots and misses which takes 1.67 seconds. He decides I need to shoot again or else I will die. Shoots again and this time he hits and he eliminates the target. Under the normal rules he has to declare he is shooting twice and takes each shot at a -1D penalty. Under my system if player X has 6D blaster he knows he should be able to make a moderate difficulty roll fairly easily but in a fluke he misses. He should not be penalized the remaining 3.33 of the combat round because he only declared one action.
Let me know what you think. I am waiting to hear the feedback on this one. |
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Allst Beamem Lieutenant Commander
Joined: 09 Apr 2005 Posts: 131 Location: Memphis, TN USA
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Posted: Fri Mar 24, 2006 9:50 pm Post subject: |
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I actually like this rule. I never did like the decleration (sp?) phase of the round thing. |
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Grimace Captain
Joined: 11 Oct 2004 Posts: 729 Location: Montana; Big Sky Country
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Posted: Sat Mar 25, 2006 1:34 pm Post subject: |
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Well, if you use both of those ideas in conjunction, it would probably work with little potential for abuse. Using only one aspect, especially the last aspect, it just asking for munchkins to come out of the woodwork to play in your games.
I like the limit of the actions based on the DEX. I always had a problem with people getting something like 8D in Blaster and declaring 7 shots in a round. I used something similar.
Normally I wouldn't advocate doing the latter part of what you propose. I did that when I first started running Star Wars (back when I didn't know the rules) and it was troublesome. However, coupling it with the limit of DEX, you won't have the machine gun PCs mowing down all of the bad guys with as much ease, so it may work. |
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Boomer Captain
Joined: 14 Jul 2005 Posts: 688 Location: Terra Sol
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Posted: Sat Mar 25, 2006 11:57 pm Post subject: |
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And adam was worried that people would tear him to shreds. Told ya we weren't hostile.
Anyway, I like this rule, but not sure if I'd use it. I do think I like the idea of more limiting actions in combat, but in combat 5 seconds is actually a LOT of time. In combat, a single second is enough to empty three shots from a handgun, or lay down supressing fire from an automatic rifle, 10 bullets covering a 30 degree arc.
...basically, I am on the fence with this rule. In one form of logic and experience it makes sense. In another form of logic and experience it does not.
My mind feels sufficiently challenged by this, and it must work. _________________ My backpack has jets!
I'm Boba the Fett!
And I bounty hunt for Jabba Hutt,
to finance my 'vette! |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14214 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sun Mar 26, 2006 4:11 am Post subject: |
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While i do kind of like the initial # of actions to dex rule, i don't agree with the getting rid of the declariation phase, and making it easier to do other actions. _________________ Confucious sayeth, don't wash cat while drunk! |
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Taliesin_Bardwolf Ensign
Joined: 09 Mar 2006 Posts: 47
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Posted: Sun Mar 26, 2006 10:16 am Post subject: |
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Weel, I like very much the first part of your rule, that of max Dex. I was searching for something like this, and first I thought in putting a fixed limit for multiple actions, as 3 o 4, but I like more this system in wwhich the limit depends on your Dex.
About the second part, I prefer to continue applying normal penalizations for multiple actions, cause I think they make the game more balanced. |
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Tejma_Muhog Ensign
Joined: 21 Mar 2006 Posts: 48
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Posted: Mon Mar 27, 2006 9:47 am Post subject: |
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I like the point about how, at the start of a combat round, you're not really thinking about how many actions you're going to undertake -- necessarily. Sometimes you are, I'd imagine (of course, not having engaged in combat myself beyond Battlefront II, I'm speculating).
But how about this: if you enter combat and perform your first full action, but later realize you wish you'd saved an action, you can do *one* at -2D. Sort of like a delayed-reaction-MAP. _________________ Train yourself to let go of everything you fear to lose. |
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Gry Sarth Jedi
Joined: 25 May 2004 Posts: 5304 Location: Sao Paulo - Brazil
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Posted: Mon Mar 27, 2006 10:07 am Post subject: |
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That's how my group handles it. Actions added later in a round suffer a further -1D penalty. _________________ "He's Gry Sarth, of course he has the stats for them." |
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adamlumina93 Lieutenant
Joined: 07 Nov 2005 Posts: 87
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Posted: Mon Mar 27, 2006 10:58 am Post subject: |
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I do use both rules in conjuction and also for my npcs. What I have found is that most people only do two or three actions at most in a round. I think it makes combat rounds easier because what I see players doing under the book rules munchkin the system is they declare one action to shoot. Then when they got shot at they declare a reaction dodge at -1D. Under my rule the same thing happens at the same penalty for the dodge, but it gives you a chance to act again in a combat round say if your original plan failed and 6 PCs cannot eliminate 2 stormtroopers during the normal combat round |
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Kilgore Sub-Lieutenant
Joined: 19 Apr 2006 Posts: 51 Location: The Kamino Cloning facilities.
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Posted: Wed Apr 19, 2006 5:45 pm Post subject: |
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We use a houserule I've invented.
You can take a number of actions per round equal to half the number of dice you have in that particular skill round down.
So far we have always allowed people to take an unlimited number of defensive action with their lightsaber, but I am considering limiting that number. |
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Phalanks Balas Lieutenant Commander
Joined: 05 Jul 2005 Posts: 176 Location: Paris - France
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Posted: Thu Apr 20, 2006 10:18 am Post subject: |
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Imagine, during a round, a character want to dodge a shoot, brawling parry then head-butt an opponant (brawling), move to swing an other with his vibroblade on his left hand and finaly shoot an third opponant with his blaster.
Rules say : 4 actions + 1 move (at least) = penality of 5D.
If a player continues to announce that his character has a so atletical activity during several rounds (3 to 5) I ask him stamina rolls like for sprinting.
I ask also Stamina rolls when characters perform brawling/ melee fights after several rounds (depend on how many actions are taken each round).
I apply also -1D each time a character aim a new target when shooting sevral targets : Character shoot target A then B (one shoot each) : 2 shoots + 1 changing target = -3D
I considere, except repeating blaster, other blaster are not designer for long time repeating fire (several shoots per round). That means it become overheating quickly and can be damaged (easy repair).
Home rule : overheating blaster weapons (except repeating blaster).
If during 3 rounds, a blaster weapon is fired more than 10 times, roll a D6.
If 1 is rolled the blaster is damaged and can't fire anymore (easy repair).
if 2 to 6 is rolled nothing occurs but continue to roll a D6 each round until the weapon can cool down. _________________ Phalanks
A day you will be facing the guns of the Black Pearl. You will know what means damned pirates ! |
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Maximilian Bernas Lieutenant Commander
Joined: 18 Mar 2004 Posts: 149 Location: So Cal
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Posted: Sat Apr 22, 2006 2:34 pm Post subject: |
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The fastest revolver shooter in the World, Jerry Miculek, can shoot 8 shots at 4 targets (2 each [a "double tap"]) in just over 1 second. He shot a six-shot revolver, reloaded, and fired 6 more rounds in 2.99 seconds. And, this ol' boy from Louisiana doesn't use The Force.
Now, is this 40-50 year old man capable of doing cartwheels, somersaults, and backflips while doing these marksmanship displays? Um, no, of course not. But, his specialization of Slugthrower: Revolver is better than anyone else at the planetary level with a population well over 5 Billion, which makes his skill about a 9D-10D.
So, do we use his base Dexerity (which would be 3D or 3D+1), or his specialization? I mean, in the real world he can actually shoot 4 targets in just over a second. Four, human-sized targets each a few feet apart.
He is also a world-champion shotgun and rifle shootist. Here is a record he broke (his own) with a stock rifle from the ESPN Great Outdoor Games:
ESPN wrote: | Miculek confirmed his "fastest trigger finger in the world" reputation by breaking a record in the qualifying round of the games' rifle shooting competition. Miculek used only 15.69 seconds to hit all 14 targets, smashing the old record of 22 seconds (which he also held).
Targets range from 4-inch circles down to 1¾-inch circles positioned 50 and 60 yards downrange. While all the other competitors use custom rifles with special parts, Miculek shoots a stock rifle that fans can buy at any sporting goods store. He needed fewer than 20 bullets to hit all the targets. |
So, in the real world, he can do this. But, by these rules in our game, he probably couldn't.
What can we do, games mechanics-wise, do rectify this situation? _________________ "Let your anger be like a monkey in a pinata"
- Master Tang |
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adamlumina93 Lieutenant
Joined: 07 Nov 2005 Posts: 87
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Posted: Sun Apr 23, 2006 12:14 pm Post subject: |
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To rectify that situation in our game I would actually have to think that his game stats would include a skill under Dex for Speedshooting/Trickshooting. I do however think that if he was clearing out rooms in a terrorist compound that he would not shoot that fast.
Another way one may choose to run my original rule is that you can buy 2 extra actions a round for 1 cp or unlimited actions for 1 fp. |
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jmanski Arbiter-General (Moderator)
Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Sun Apr 23, 2006 1:31 pm Post subject: |
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Agreed, shooting targets and shooting people are two different critters.
Maybe double-tap should be a skill or something as well? _________________ Blasted rules. Why can't they just be perfect? |
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darkclown789 Sub-Lieutenant
Joined: 16 Apr 2006 Posts: 53 Location: Glee Anselm
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Posted: Tue May 16, 2006 7:24 pm Post subject: Ditto |
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garhkal wrote: | While i do kind of like the initial # of actions to dex rule, i don't agree with the getting rid of the declariation phase, and making it easier to do other actions. |
I've just one thing to say. Ditto.
darkclown _________________ Throw me to the wolves, and I'll return leading the pack.
Wolves do not concern themselves with the opinions of sheep. |
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