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Taking out non essential NCPs
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noctum_carpe
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PostPosted: Mon Jun 18, 2007 3:24 am    Post subject: Taking out non essential NCPs Reply with quote

So, have anyone thought up a system to speed this up? My group uses the to hit roll if its +5, the npc is wounded, +10 its incap and +15, dead and so on. Of course we use this when facing a lot of stormies or other nad guys not in one to one combat. We absolutly dont use this rule on pcs.
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Akari
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PostPosted: Mon Jun 18, 2007 4:29 am    Post subject: Reply with quote

Sound pretty much like the action RPG "Feng Shui" to me. There are two type of enemies, mooks and named enemies. Mooks are there to present faceless hordes of zombies, ninjas, thugs that can be dealt with in a very short amount of time. They use a system there that is very similar to what you suggest. Named enemies (and PC's of course) use the regular rules of combat to signify how tough they are... Wink

All in all this sounds like a great approach for fast paced action scenes, though this gives a clear advantage to characters with high skill and low damage as opposed to those with low-medium skill and high damage, or deck sweepers...

The general rules could use a little work, but I like it a lot! Very Happy
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noctum_carpe
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PostPosted: Mon Jun 18, 2007 5:42 am    Post subject: Reply with quote

True, i might add a dice or more to pc with high strenght or dangerous weapons. Also on avrage a stormie hit by a laser weaon with a damage code of 5D usullay ends up wounded. At least in my games. Hum perhaps adding +1D to damage for each +5 to strenght and then compare the difference in damage- strenght

1-2 Stunned.
1D-1D+2 Wounded
2D-2D+2 Incap
3D+ Deadly wounded

That should make combat faster.
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Esoomian
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PostPosted: Mon Jun 18, 2007 5:05 pm    Post subject: Reply with quote

While I like the idea of making combat faster I still feel that mooks should be able to make the players think.

I'd rather not have the players go. "Well we're only outnumbered three to one but they're just mooks so lets just mow 'em down"

Perhaps mooks get the ability to 'mass firepower' against players
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noctum_carpe
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PostPosted: Mon Jun 18, 2007 5:24 pm    Post subject: Reply with quote

Thats easy, just use command and combined fire. Stormies have no need to for that thou they combine their actions for free.
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Ankhanu
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PostPosted: Mon Jun 18, 2007 5:26 pm    Post subject: Reply with quote

Esoomian wrote:
While I like the idea of making combat faster I still feel that mooks should be able to make the players think.

I'd rather not have the players go. "Well we're only outnumbered three to one but they're just mooks so lets just mow 'em down"

Perhaps mooks get the ability to 'mass firepower' against players


Yeah, I don't really take steps to speed up the combat system: like it says in the game book, combat is dangerous; any combat situation should give players pause... you shouldn't want to get into situations where you might get shot or stabbed because the people shooting and stabbing don't have names Razz Like in life, it's very likely that the person that would kill you in a fire fight won't be known to you and won't be an important player.

However, if there are other NPCs on your side helping out, and you need to sway the battle one way or the other, you can choose to do their part somewhat narratively, deciding how many simply go down because of their efforts (on either side). That can effectively speed things up.

There's also no reason why groups of mooks shouldn't cause the PCs to run away from time to time either Wink
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garhkal
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PostPosted: Mon Jun 18, 2007 7:08 pm    Post subject: Reply with quote

noctum_carpe wrote:
Stormies have no need to for that thou they combine their actions for free.


I keep hearing this.. got a page reference??
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Esoomian
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PostPosted: Mon Jun 18, 2007 7:21 pm    Post subject: Reply with quote

Ankhanu wrote:
Yeah, I don't really take steps to speed up the combat system: like it says in the game book, combat is dangerous; any combat situation should give players pause... you shouldn't want to get into situations where you might get shot or stabbed because the people shooting and stabbing don't have names Razz Like in life, it's very likely that the person that would kill you in a fire fight won't be known to you and won't be an important player.

There's also no reason why groups of mooks shouldn't cause the PCs to run away from time to time either Wink


That's exactly what I wanted to say... only more eloquently put
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vong
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PostPosted: Mon Jun 18, 2007 7:45 pm    Post subject: Reply with quote

Akari wrote:
Sound pretty much like the action RPG "Feng Shui" to me.


Yes it most certainly does. Finally i meet a fellow gamer who has at least played Feng Shui Smile. I actually own that source book Razz
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jmanski
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PostPosted: Mon Jun 18, 2007 8:18 pm    Post subject: Reply with quote

Quote:
noctum_carpe wrote:
Stormies have no need to for that thou they combine their actions for free.

Garhkal wrote:
Quote:
I keep hearing this.. got a page reference??


Rules of Engagement, page 98.
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Tupteq
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PostPosted: Mon Jun 18, 2007 8:24 pm    Post subject: Reply with quote

For me combat in SW is very quick even using standard rules. Two, sometimes three rolls per action, not a big deal, few seconds. Sometimes to speed up combat I'm eliminating wounded-twice mooks because they aren't any treat anymore (incapacitated NPCs are eliminated too and I don't bother rolling when they will wake up).
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ifurin
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PostPosted: Tue Jun 19, 2007 9:09 am    Post subject: Reply with quote

i have a tendency to roll a bunch of rolls before the game starts and record the numbers. i keep them grouped in die codes, (4D, 5D, ect.) and record 1's if rolled. i also keep several racial templates on me with them stated for the "average" of the species. on the skill sheet i keep a table of skill levels. (all skills at +2D, 4D, 5D ect.) no unprepared combats. combat can still be deadly and fast. i've never had combat last more than a few rounds.
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vong
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PostPosted: Tue Jun 19, 2007 9:31 am    Post subject: Reply with quote

well hey, thats not a bad idea. Espically since i have a programming background i could fire up a program easy as pie Smile
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garhkal
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PostPosted: Tue Jun 19, 2007 7:09 pm    Post subject: Reply with quote

I just made a spreadsheet (word using a table) to record the first three (sometimes 5) rounds of combat - to hits, damage, soaks and dodges) for any enemy greater than 8 enemies in number... before the game day, i roll them all out so when it comes to the game i have the chart to go off.l
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Esoomian
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PostPosted: Sat Jun 23, 2007 2:46 pm    Post subject: Reply with quote

I've just started playing a D6 game (fan created but the rules are based on D6 starwars) where there is a lead character damage table and a lacky damage table.

It seems to work quite well and the lackys can still give as good as they get.
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