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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14228 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Mon May 28, 2007 12:59 pm Post subject: |
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Declare actions in perception order, then roll off for initiave. _________________ Confucious sayeth, don't wash cat while drunk! |
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Tupteq Commander
Joined: 11 Apr 2007 Posts: 285 Location: Rzeszów, Poland
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Posted: Mon May 28, 2007 2:12 pm Post subject: |
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garhkal wrote: | Declare actions in perception order, then roll off for initiave. |
That's not the solution. what if someone changes his action? A character, who lost initiative roll should have ability to defend instead of attack. There's one more problem - some maneuvers (especially defensive like block or dodge) could give an initiative bonus to next actions, but I'm afraid there's no simple solution for this. |
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Endwyn Commander
Joined: 22 Jul 2005 Posts: 481
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Posted: Mon May 28, 2007 3:43 pm Post subject: |
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We handled initiative decelerations as:
1. Roll Perception
2. Ties either went to highest base perception or if still tied a roll off.
3. Lowest result declares first up to highest; giving better initiative the ability to have the best "reactive" or "intuitive" actions for the round.
I honestly see maneuvers adding to the next round of initiative. As a martial arts set up. Having the person play into your plans because they aren't aware that they are....they just think they're defending themselves.
If you get into the "a punch is faster than a X" line of thinking then you will overly complicate combat. Now you have to give every weapon a speed and determine how speed affects initiative. How many "speed ticks" exist in a round? You have to know because if a blaster is speed 3 can you really shoot 10 shoots in a round? So now players have to know how much speed is in a round, the speed of their weapons, ect, ect, ect. Don't even get into grenades....... _________________ Luke, I am your father.
That's impossible!
And Leia is your sister!
That's improbable?
And the Empire will be destroyed by..EWOKS!
That's...highly unlikely.
The Force? Bacteria called midichlorians.
If you don’t take this seriously I'm out. |
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Tupteq Commander
Joined: 11 Apr 2007 Posts: 285 Location: Rzeszów, Poland
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Posted: Mon May 28, 2007 4:24 pm Post subject: |
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Endwyn wrote: | If you get into the "a punch is faster than a X" line of thinking then you will overly complicate combat. Now you have to give every weapon a speed and determine how speed affects initiative. How many "speed ticks" exist in a round? You have to know because if a blaster is speed 3 can you really shoot 10 shoots in a round? So now players have to know how much speed is in a round, the speed of their weapons, ect, ect, ect. Don't even get into grenades....... |
Exactly. This is a problem I not resolved. And, I think I'll not resolve. I don't like to complicate RPGame too much, mechanics should be simple and quick. IMO it's better to resign from some (possibly cool and realistic) maneuvers like "quick punch" and keep game fast.
BTW: There's one very old Polish RPG "Kryształy Czasu" (Crystals of Time), with so many tables, so many rolls and so realistic, that made from a combat a long math exercise (2 vs 2 sword-fight was taking about 6 hours ) |
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Endwyn Commander
Joined: 22 Jul 2005 Posts: 481
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Posted: Mon May 28, 2007 5:35 pm Post subject: |
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That's usually the trade-off in RPG's. Realism and simplicity on two ends of the spectrum. Most games try to find a happy medium, some go for extremes. I like the overly simplistic D6 mechanics because they are just real enough to match cinema but not bog down the rules trying to be "overly real". _________________ Luke, I am your father.
That's impossible!
And Leia is your sister!
That's improbable?
And the Empire will be destroyed by..EWOKS!
That's...highly unlikely.
The Force? Bacteria called midichlorians.
If you don’t take this seriously I'm out. |
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ifurin Lieutenant Commander
Joined: 20 May 2007 Posts: 208
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Posted: Tue May 29, 2007 7:26 am Post subject: |
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roll for initiative, then battle is cyclical unless the players do something. |
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Tupteq Commander
Joined: 11 Apr 2007 Posts: 285 Location: Rzeszów, Poland
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Posted: Tue May 29, 2007 11:02 am Post subject: |
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ifurin wrote: | roll for initiative, then battle is cyclical unless the players do something. |
What u mean? (examples?) |
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vong Jedi
Joined: 30 Aug 2006 Posts: 6699 Location: Ottawa, Canada
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Posted: Tue May 29, 2007 11:25 am Post subject: |
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Each person rolls, and then you go from higest to lowest. aka:
i roll 20
you roll 15
he rolls 10
then combat will go as follows
me, you, him, me, you, him, me, you, him... _________________ The Vong have Arrived
PM me if you want user created content uploaded to my site: http://databank.yvong.com/index.php |
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Tupteq Commander
Joined: 11 Apr 2007 Posts: 285 Location: Rzeszów, Poland
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Posted: Tue May 29, 2007 12:18 pm Post subject: |
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vong wrote: | Each person rolls, and then you go from higest to lowest. aka:
i roll 20
you roll 15
he rolls 10
then combat will go as follows
me, you, him, me, you, him, me, you, him... |
This is standard way in SWD6. But true, it's best way I know. |
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ifurin Lieutenant Commander
Joined: 20 May 2007 Posts: 208
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Posted: Tue May 29, 2007 2:05 pm Post subject: |
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vong wrote: | Each person rolls, and then you go from higest to lowest. aka:
i roll 20
you roll 15
he rolls 10
then combat will go as follows
me, you, him, me, you, him, me, you, him... |
just like that untill a character says, "i wait untill the stormie does... then i ..." then there is another initiative roll. the roll is to make sure that the character actually can react before the opponent while knowing what the oponate will do. (this does not take into account jedi) i've also allowed characters to do fantastic stunts but they "loose" their place in the order because the action is longer than a standard action. |
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vong Jedi
Joined: 30 Aug 2006 Posts: 6699 Location: Ottawa, Canada
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Posted: Tue May 29, 2007 2:54 pm Post subject: |
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Yea, that is the basics of what i do, allowing for other scanarios and such _________________ The Vong have Arrived
PM me if you want user created content uploaded to my site: http://databank.yvong.com/index.php |
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