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Taking out non essential NCPs
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kyledon Mystic
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PostPosted: Sat Jun 23, 2007 5:25 pm    Post subject: I agree Reply with quote

I do not usually let the lackeys get more then incapciated wounds and there either dead or out and I don't ever roll when they wake up. So I tend to let those NPC lackeys die faster then normal, However I am sure that nobody me included let the major villians die that easy and I ussually try what ever is in there power to prevent them from being killed. Makes the fight all that more dramatic.
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noctum_carpe
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PostPosted: Tue Aug 21, 2007 5:24 pm    Post subject: Reply with quote

So true.
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awfulalex
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PostPosted: Mon Sep 03, 2007 9:12 am    Post subject: Re: I agree Reply with quote

kyledon Mystic wrote:
I do not usually let the lackeys get more then incapciated wounds and there either dead or out and I don't ever roll when they wake up. So I tend to let those NPC lackeys die faster then normal, However I am sure that nobody me included let the major villians die that easy and I ussually try what ever is in there power to prevent them from being killed. Makes the fight all that more dramatic.


Now this is a GM I can LIVE with. Very Happy
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Ankhanu
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PostPosted: Mon Sep 03, 2007 9:40 am    Post subject: Re: I agree Reply with quote

awfulalex wrote:
kyledon Mystic wrote:
I do not usually let the lackeys get more then incapciated wounds and there either dead or out and I don't ever roll when they wake up. So I tend to let those NPC lackeys die faster then normal, However I am sure that nobody me included let the major villians die that easy and I ussually try what ever is in there power to prevent them from being killed. Makes the fight all that more dramatic.


Now this is a GM I can LIVE with. Very Happy


Have you had GMs that don't do this??
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vong
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PostPosted: Mon Sep 03, 2007 1:38 pm    Post subject: Re: I agree Reply with quote

Ankhanu wrote:
awfulalex wrote:
kyledon Mystic wrote:
I do not usually let the lackeys get more then incapciated wounds and there either dead or out and I don't ever roll when they wake up. So I tend to let those NPC lackeys die faster then normal, However I am sure that nobody me included let the major villians die that easy and I ussually try what ever is in there power to prevent them from being killed. Makes the fight all that more dramatic.


Now this is a GM I can LIVE with. Very Happy


Have you had GMs that don't do this??



I have had one who did. it slowed down combat considerably, as he was rolling multiple times for each person. it was tedious and annoying.
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Ankhanu
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PostPosted: Mon Sep 03, 2007 2:02 pm    Post subject: Reply with quote

Wow... that's either terribly uncreative, highly anal retentive or... I dunno.
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vong
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PostPosted: Mon Sep 03, 2007 2:13 pm    Post subject: Reply with quote

highly anal. soo annoying. fighting storm troopers would take longer then fighting one big baddie :s
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awfulalex
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PostPosted: Mon Sep 03, 2007 3:30 pm    Post subject: Reply with quote

yeah real anal and real annoying makes the damn games so slow
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l0mathon
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PostPosted: Thu Feb 07, 2008 9:59 pm    Post subject: Reply with quote

Lately I've taken to rolling whatever number of dice the NPC requires to resist damage and then eye ball the number rather than bounce the numbers off the chart. If the roll goes poorly then the NPC is either knocked out of the fight (dead, incapacitated, etc.) or drops out of the fight (runs away, surrenders, curls up in a little ball on the ground and hopes the PCs go away...).

In previous games I ran all the numbers as the fight went on according to the damage charts, but I don't think it ever slowed the game down too much. Only time I skipped over things is when the group was way outnumbered but I actively didn't want them to get thrashed so I would arbitrarily say some of the masses missed in their shots or stabs or whatever they were doing.
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garhkal
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PostPosted: Sat Feb 09, 2008 2:20 am    Post subject: Reply with quote

As everyone well knows, i am a if i roll it guy, it is what happens. BUT there has been some times for 'mook fights' i just 'storied; what happened, when i wanted it to go a specific way (like the pcs getting captured or them waltzing over the enemy' That is a rare thing, but has happened a lot more with some of my modules.
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Sith'Ari Lizanthrin
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PostPosted: Thu Feb 28, 2008 4:48 pm    Post subject: Reply with quote

I roll all combat, but let lower level baddies fall at incap. Main fights, I have become good at orchestrating.


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Ankhanu
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PostPosted: Thu Feb 28, 2008 4:56 pm    Post subject: Reply with quote

Out of curiosity, how does one NOT let a baddie fall at incapacitated? Being unconscious for 10D minutes generally puts one out of an encounter in all but the most unusual circumstances.
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vong
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PostPosted: Thu Feb 28, 2008 5:31 pm    Post subject: Reply with quote

Ankhanu wrote:
Out of curiosity, how does one NOT let a baddie fall at incapacitated? Being unconscious for 10D minutes generally puts one out of an encounter in all but the most unusual circumstances.


It may be an important baddie, and there could be some provisal that a chr has something bad when npcs die, so after each encounter they try to save everyone Razz
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Jamfke
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PostPosted: Thu Feb 28, 2008 5:58 pm    Post subject: Reply with quote

A lot of my baddies drop at Stunned or at the least the first Wound. They may get up the next round or not, usually depending upon how important it is to the adventure.

If the characters are trying a daring escape while stormies are peppering their path with blaster fire, the PC's return fire usually takes them down in one hit, as long as they do hit, and if I don't need the stormies to hold them down until the big bad gets there. Twisted Evil
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GMT
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PostPosted: Fri Feb 29, 2008 3:46 pm    Post subject: Reply with quote

Ankhanu wrote:
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.


This is why, if I have a PC do something that I feel is out of character and abusive of their probable ability to soak damage (such as intentionally ignoring someone threatening them with a knife) if that someone hits them with the knife, I often secretly add extra damage dice.

I would of course also use this rule if someone was intentionally ignoring a knife wielding PC, but my NPCs never do this because they are played like real individuals who don't want to be stabbed.
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