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Help! Combat Too Slo-o-ow
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Cap'nCodskale
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PostPosted: Wed Oct 26, 2011 8:26 pm    Post subject: Help! Combat Too Slo-o-ow Reply with quote

Hoping for suggestions!

As stated elsewhere, I've returned to the WEG Star Wars game after a long hiatus. I'm trying to approach the game with fresh eyes, playing it as written, rather than by recollection of how I may have played it long, long ago.

All said, the game is going well. The players (most of them new to the game) are having fun. Only one of the four characters is any good in a fight, so they're continually trying crazy stuff to save the day (and their bacon)!

Our first real snag occurred in the last session, during which the group was involved in its biggest firefight thus far (if you know Tatooine Manhunt, this was the shootout in the cantina following Labria's betrayal). The characters did fine, dispatching a sufficient number of foes to enable a fast exit using the back door. However, the players and I suffered through an hour or more of dice throwing to work through only a few minutes of story.

I know slow play in combat is a common problem among RPGs but it seems like a Star Wars game oughta be breezier than this. I shudder to imagine the first time the party runs into a score of stormtroopers!

I did realize after the fact that employing combined fire among the opposition, thereby reducing the number of die rolls, probably would've moved things along. Also, I am very rusty; I can probably cut myself some slack!

Still, I'd love to read your suggestions for smooth, quick combat, especially ones that don't involve "NERFing" the opposition or excessive houseruling (since, as indicated above, I'm trying to apply the rules as written, whenever possible). I'm particularly interested in tricks of organization or facilitation that could make things run more smoothly and/or quickly.

For context, this was our setup:
  • Players seated around a table
  • Cantina map and colored pawns to indicate position
  • Whiteboard with a table drawn on it; each PC or NPC had a row and each column represented an intended action during the given round
Here's how the combat ran:
  • Declare actions, going clockwise around the table
  • Roll for actions, recording scores on the whiteboard
  • Review scores and narrate outcomes
  • Continue, ad nauseum
Thanks in advance for your thoughtful comments.
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Bren
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PostPosted: Wed Oct 26, 2011 9:16 pm    Post subject: Reply with quote

You will all get faster as you play more.

If you are playing 2E R&E take a look at page 77-78. I think the process you are using may take a bit longer than the Rules As Written (referred to around here as the RAW). Essentially it is a little different that what you were doing.

Determine initiative. Side with initiative acts first.

1st player declares number of actions for the round and rolls for his/her first action.
2nd player declares number of actions for the round and rolls for first action.
Continue until first side is done.

Repeat the process for the second side.

Continue with first side and any second actions etc.

Each action occurs in order.

Also, the recording probably adds more time. If you are resolving action results in order you may not need to record anything more than damage and any special results, which may go faster.
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Guardian_A
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PostPosted: Wed Oct 26, 2011 9:32 pm    Post subject: Reply with quote

I think Bren pegged it. Given a little practice you wont need to refer to the rules as often, and everyone will know what they need to roll with a glance. That will make things go a lot faster, and smoother.

Also, if people are enjoying themselves, I wouldnt worry too much about the ammount of time you have invested in a battle. Its when the combat starts taking away from the gaming experience or boring your players that you need to start looking for ways to streamline the proccess.
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cheshire
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PostPosted: Wed Oct 26, 2011 9:51 pm    Post subject: Reply with quote

In addition to determining initiative for the players, I find that it allows things to move more quickly if you ask each person how many actions they want to perform, and allow them to perform those actions before moving on to the next person. You sacrifice some realism, and it's a further departure from the RAW, but I think it moves things along.
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Azai
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PostPosted: Wed Oct 26, 2011 11:33 pm    Post subject: Reply with quote

One thing I find to help out with recording company is reduce some damage to NPCs.

I usually give them "wounds" depending on their strength. So if they have 2D, they have 2 wounds. If they are wounded twice, they are dead. It does sacrifice realism and can make Npcs a little weaker but it does make things faster.

To off set it a bit I ignore keeping track of stun for Npcs, and at the same time 16+ still kills.
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garhkal
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PostPosted: Wed Oct 26, 2011 11:42 pm    Post subject: Re: Help! Combat Too Slo-o-ow Reply with quote

Cap'nCodskale wrote:


  • Declare actions, going clockwise around the table
  • Roll for actions, recording scores on the whiteboard
  • Review scores and narrate outcomes
  • Continue, ad nauseum
Thanks in advance for your thoughtful comments.


As a suggestion, have the player's roll both to hits/damages at the same time (different dice if they have enough).. Also, with groups of the same type of baddie, you can preroll using dice rolling generators on line (or your own dice in your spare time) for say 3-4 rounds worth. Works great for me when i have 10+ stormies or other baddies shooting at the PC.s
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tetsuoh
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PostPosted: Thu Oct 27, 2011 5:00 am    Post subject: Reply with quote

Also - you may or may not like them - but dice rollers are often of benefit to the GM.
Especially when time is a matter. Also if the majority of the NPCs will be rolling the same numbers of
dice over and over, as most rollers I've used will keep the number of dice to be rolled over again.

I especially like the html roller chesire posted Here.
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ZzaphodD
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PostPosted: Thu Oct 27, 2011 2:15 pm    Post subject: Reply with quote

To keep combat funny, encourage the players to be more creative than roll blaster, roll dodge, repeat ad nauseum. Give situational bonuses for good tactical thinking, lower the difficulties for 'fun' maneuvers (diving over the bar while firing at the enemy, etc).

If the opponents are not true professionals they might 'duck and cover' between shots, perhaps shooting each other round. This cuts back on the dicerolling...
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garhkal
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PostPosted: Thu Oct 27, 2011 3:56 pm    Post subject: Reply with quote

Quote:
If the opponents are not true professionals they might 'duck and cover' between shots, perhaps shooting each other round. This cuts back on the dicerolling...


Or they break morale and run after X number of their comrades fall.
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Cap'nCodskale
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PostPosted: Thu Oct 27, 2011 5:18 pm    Post subject: Do or Do Not ... There Is No Try, Try Again Reply with quote

Thanks for the insightful comments, everyone! It's great to get feedback from folks who love this game at least as much as I do.

Bren wrote:
You will all get faster as you play more.
Guardian_A wrote:
... if people are enjoying themselves, I wouldn't worry too much about the amount of time you have invested in a battle.

Thanks for the votes of confidence and the reminder not to worry so much. Indeed, the time drag probably seemed worse to me than it did to the players.

Bren wrote:
... I think the process you are using may take a bit longer than the Rules As Written ...

Yep, you're right, Bren, our process was different from what you described but not, I think, due to a misunderstanding of the rules; rather, everyone at the table, including myself, is equipped with 1E materials. We've been running the original rules, with mere sprinkles of the Upgrade or Companion (e.g., combined actions). I had a look at pgs. 46-47 of the original book again last night and it seems that, for better or worse, we've followed the correct flow.

Bren wrote:
... the recording probably adds more time.

Agreed. In retrospect, I think this was a significant time drag. I hadn't done this in the two prior sessions; I introduced the practice in the last session so that competing scores could be compared to determine order of occurence (see pg. 13). However, the incidence of competing scores may not be sufficient to warrant recording all scores.

In any case, Bren, your comments have convinced me to dust off my 2E book during our upcoming holiday hiatus and give it a fresh look. I ran 2E in the '90s but when I thought our current game was only to be a one-shot (it turned out to be a big hit), I suspected the original rules would be easy to run "out of the box" and to introduce new players to the game. I think that was true but maybe the 2E rules (or parts of them, at least) are better suited to long-term play.

cheshire wrote:
... ask each person how many actions they want to perform, and allow them to perform those actions before moving on ...

Thanks, Chesire, I 'll keep this in mind, especially if we switch to 2E!

Azai wrote:
I usually give [NPCs] "wounds" depending on their strength ... it does make things faster.

Thanks, Azai. I'll keep this in my back pocket!

garhkal wrote:
... have the player's roll both to hits/damages at the same time (different dice if they have enough).

A solid suggestion, sir. I think one of my players may have started doing this on his own, near the end. Thanks also to you and tetsuoh for suggesting dice rollers. I haven't used them before but I haven't an aversion to them, either. Seems like they'd be particularly useful for lots of advance rolling (another foreign, albeit attractive, practice to me).

ZzaphodD wrote:
To keep combat funny, encourage the players to be more creative than roll blaster, roll dodge, repeat ad nauseum.

The funny seems to come naturally to this group of players, maybe all the more reason to reward "unconventional" tactics, as you suggest! Also, I appreciate the reminders (from you and garhkal) that different opponents should employ different tactics.

Thanks again. Wish me luck; next session's this weekend!
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Bren
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PostPosted: Thu Oct 27, 2011 5:29 pm    Post subject: Reply with quote

Luck!
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Nico_Davout
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PostPosted: Fri Oct 28, 2011 3:08 am    Post subject: Reply with quote

My teem speed up the combat by:

- Initiative is a fixed number depending on the Perception and several skills.
- There is only Full Dodge option (in life you don't 'dodge' shots, matrix is a different universe, you either hide or shot).
- There are only three actions per turn (2nd -3, 3rd -6), so you don't need to declare and remember who has declared how many actions, often in a heat of combat people forget to declare this. Three actions for 6 seconds is enough I think.
- There is no rolling for Damage Resistance, it is a fixed number equal to number of dice on STR, so like in life: one shot - one kill (in general).

Combat is faster and much deadlier, players think twice before pulling out the blaster and try to solve the puzzles by non-lethal approach.
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ZzaphodD
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PostPosted: Fri Oct 28, 2011 4:16 am    Post subject: Reply with quote

garhkal wrote:
Quote:
If the opponents are not true professionals they might 'duck and cover' between shots, perhaps shooting each other round. This cuts back on the dicerolling...


Or they break morale and run after X number of their comrades fall.


yes that too. Especially Tatooine Manhunt is littered with 'they fight to the death' descriptions of 'meh' level NPCs. I find that routine remark annoying.. Why would a hired thug or a bounty hunter, who is only in it for the cash, fight to the death if he is given a choice? Also discourages other solutions than violence for the players.. Laughing
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Bren
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PostPosted: Fri Oct 28, 2011 9:35 am    Post subject: Reply with quote

ZzaphodD wrote:
Why would a hired thug or a bounty hunter, who is only in it for the cash, fight to the death if he is given a choice?
In general? If he doesn't believe that the 'choice' is a real choice. I haven't played or read Tatooine Manhunt, so these examples of what I mean may not apply to it.

* He doesn't trust that the people who say "drop the blaster" won't actually shoot him even after he surrenders.
* He works for someone who will do something worse to him than death if he surrenders.
* He fears the additional consequences of surrender e.g. the bounty hunter is a wanted felon with the death sentence in this very system so to him, capture = death.

But overall, NPCs who fight to the death as a general rule are annoying and break my belief in the game. Fight to the death should be limited to true fanatics and beings without true free will - e.g. highly motivated Rebels, some CompNor troops, most Imperial Stormtroopers, most Clone Troopers, and Battle Droids.
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Jatrell
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PostPosted: Fri Oct 28, 2011 10:11 am    Post subject: Reply with quote

Something I personally do is use Rolz.org for all NPC rolling. I doesn't count the wild die but when its NPC's I don't really care. Using that program making rolling for 30 NPC's ina mission very helpfull
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