Moderator: GMSarli
JaredGaume wrote:* Didn't like to roll more than once to resolve an action. Lose the confirmation critical hits, reaction rolls, saving throws on hit, etc...
* Rules as written initiative is cumbersome. Would rather not roll for it if at all possible. Maybe have a static initiative, everybody just "plugs" into their ordering slot. Use special abilities like action points, talents, delayed actions, and the like to change your initiative position.
* Didn't like how skills were normally not integrated into the rest of the game. You usually had 2 different games happening, a tactical combat game, and a skill jockey game. There was very little overlap.
* Do not like most combat systems. Tend to be overly cumbersome and take a lot of table time to resolve something that supposed to be brief and violent. Would like to see a combat system that is fast, efficient, and sufficiently brutal (it is combat after all).
* Would like to see a "universal" system that plays the same in or out of combat, at least similar dynamics. The system is fast, but sufficiently deep to maintain interest.
* Keep the d20 resolution system.
* Take a long jaundiced look at all other d20 conventions and how they play or don't play with each other.
JaredGaume wrote:* Didn't like to roll more than once to resolve an action. Lose the confirmation critical hits, reaction rolls, saving throws on hit, etc...
* Rules as written initiative is cumbersome. Would rather not roll for it if at all possible. Maybe have a static initiative, everybody just "plugs" into their ordering slot. Use special abilities like action points, talents, delayed actions, and the like to change your initiative position.
* Didn't like how skills were normally not integrated into the rest of the game. You usually had 2 different games happening, a tactical combat game, and a skill jockey game. There was very little overlap.
* Do not like most combat systems. Tend to be overly cumbersome and take a lot of table time to resolve something that supposed to be brief and violent. Would like to see a combat system that is fast, efficient, and sufficiently brutal (it is combat after all).
* Would like to see a "universal" system that plays the same in or out of combat, at least similar dynamics. The system is fast, but sufficiently deep to maintain interest.
* Keep the d20 resolution system.
* Take a long jaundiced look at all other d20 conventions and how they play or don't play with each other.
Stacie_GmrGrl wrote:I detested Critical Confirmation rolls with a passion...nothing worse than rolling that infamous natural 20, only to fail. Or confirming, then rolling minimal damage.
Totally lame.
Kaldaen wrote:Stacie_GmrGrl wrote:I detested Critical Confirmation rolls with a passion...nothing worse than rolling that infamous natural 20, only to fail. Or confirming, then rolling minimal damage.
Agreed. I think SWSE was smart to do away with confirmation rolls, and just grant a critical on a natural 20. Rolling minimal damage on that critical still stung, though. D&D 4E dealt with the latter problem by having critical hits deal maximum damage.
j0lt wrote:Kaldaen wrote:Stacie_GmrGrl wrote:I detested Critical Confirmation rolls with a passion...nothing worse than rolling that infamous natural 20, only to fail. Or confirming, then rolling minimal damage.
Agreed. I think SWSE was smart to do away with confirmation rolls, and just grant a critical on a natural 20. Rolling minimal damage on that critical still stung, though. D&D 4E dealt with the latter problem by having critical hits deal maximum damage.
That created a new problem: If a character can ONLY hit on a 20, then it's crit or nothing, which really doesn't make sense. That's why the confirmation roll was there in the first place.
GMSarli wrote:j0lt wrote:Kaldaen wrote:I think SWSE was smart to do away with confirmation rolls, and just grant a critical on a natural 20. Rolling minimal damage on that critical still stung, though. D&D 4E dealt with the latter problem by having critical hits deal maximum damage.
That created a new problem: If a character can ONLY hit on a 20, then it's crit or nothing, which really doesn't make sense. That's why the confirmation roll was there in the first place.
Easy fix: It's a crit only if it the attack roll is high enough to hit (i.e. attack >= defense).
bone_naga wrote:I don't really like rolling for initiative. It generally feels like extra dice rolling without any real sense of tension attached to it. However, it is important. I usually just assume everyone took 10 on their rolls, and ties go to the PCs.
GM wrote:Roll Initiative!
players wrote:What? Crap!
Stacie_GmrGrl wrote:I say, we consider using the Book of Iron Might stunt system as part of our core system, and either consider using them in conjunction with feats, or replace feats with the stunt system altogether. At least I didn't say we have to.I'm getting better.
Stacie_GmrGrl wrote:Just another thought of many... What about the possibility of changing how combat works? How about a Speed/Tick combat speed system?
Stacie_GmrGrl wrote: I also like Savage Worlds card mechanic. Flip a card at the beginning of each round face up for each person, go from A down to 2. Resolve ties in reverse order of Suits - Spades trump Hearts trump Diamonds trump Clubs. For people with an Improved Initiative feat, they get two cards, pick the one they want. Get the Joker, you get a +2 circumstance bonus to Attacks and Damage. When somebody gets a Joker, the whole deck gets shuffled.
ronin wrote:Stacie_GmrGrl wrote: I also like Savage Worlds card mechanic. Flip a card at the beginning of each round face up for each person, go from A down to 2. Resolve ties in reverse order of Suits - Spades trump Hearts trump Diamonds trump Clubs. For people with an Improved Initiative feat, they get two cards, pick the one they want. Get the Joker, you get a +2 circumstance bonus to Attacks and Damage. When somebody gets a Joker, the whole deck gets shuffled.
I like the idea of using cards instead of dice but I'd work it a bit different. Each player would have a card assigned to them, say the ace thru the 5 of hearts for a 6 player game. All of the npcs have cards assigned by the DM, say 4 enemies have the jack thru king of clubs. The DM then mixes the cards. Once combat starts he throws the first card down on the table and whoever has that card takes their turn. Continue thru the deck until done, mix them back up, and go thru the process again for every round until combat is done.
I like this because it takes all of the pre planning out of the equation. Players wouldn't be able to coordinate every action like a finely tuned combat machine. If things like improved initiative, dex bonus, and others like it would be included we'd have to figure out how that works. Maybe improved initiative means the players gets 2 cards in the pile instead of one, a high dex could mean something else, etc.
The Savage World mechanic is good but I like having the player find out mere seconds before their turn instead of seeing the round laid out before them. It seems to make combat move quicker as well.
Stacie_GmrGrl wrote:I am going to write out some options for a tick system and a combat speed system. I just think that a tick system would really make combat fluid, especially once people get used to it. I promise what I write up won't be that hard, it will be full of holes, and in the end we probably won't use it, but at least if some people try playtesting it, who knows, it might be something that could spice up the game some.
DTemplar5 wrote:Stacie_GmrGrl wrote:I am going to write out some options for a tick system and a combat speed system. I just think that a tick system would really make combat fluid, especially once people get used to it. I promise what I write up won't be that hard, it will be full of holes, and in the end we probably won't use it, but at least if some people try playtesting it, who knows, it might be something that could spice up the game some.
A tick system would have to balance with the Initative skill, and you'd have to worry about people going at the same time as well as problems with high speed actions. However, it can add a new tactical diminsion; do you have the time to perform whatever manuver/cast the spell/re-ready your defenses? It might also help with the Reaction issue.
The question is, do we want to add an extra layer of tactical thinking into this game, and will it be fun enough to justify this?
Edit: I've played Exalted 2e as well, so I can think of where you'd be going with this, Stacie.
JaredGaume wrote:Just an observation:
The more "free" tactical options you give players, the longer it takes to resolve a given turn/round.
I like combat to be fast and furious table-timewise, both from player and GM perspectives.
JaredGaume wrote:I would then argue that if you have to use an egg timer to keep things moving, doesn't some of the blame fall on the system? Shouldn't the system encourage naturally quick resolutions, egg timer or no?
Note: Every time I've asked to use a timer, anyone I've played with completely rejects it. If the system says they get something they don't want an artificial constraint blocking them.
JaredGaume wrote:I would then argue that if you have to use an egg timer to keep things moving, doesn't some of the blame fall on the system? Shouldn't the system encourage naturally quick resolutions, egg timer or no?
Note: Every time I've asked to use a timer, anyone I've played with completely rejects it. If the system says they get something they don't want an artificial constraint blocking them.
Elsidar wrote:JaredGaume wrote:I would then argue that if you have to use an egg timer to keep things moving, doesn't some of the blame fall on the system? Shouldn't the system encourage naturally quick resolutions, egg timer or no?
Note: Every time I've asked to use a timer, anyone I've played with completely rejects it. If the system says they get something they don't want an artificial constraint blocking them.
Quoted for the win. Hemming and hawing over "too many options" is only so much of a problem. If you need a timer to force players to "act," then there's something wrong with the combat system. If you need that timer for a tick-based or weapon-speed system, then that should tell you something.
Stacie_GmrGrl wrote:(...)
Do I hit him? Does he defend against my attack? Opposed rolling is exciting, when both sides get to see dice rolling on the table. Then the skill of both sides comes into effect, not just one side. Does he decide to rush into melee and swing his Sword, using his Sword skill, or does he stand back and fire off his Bow, using his Bow skill? Does the target block with his Shield, using his Shield skill to defend, or parry with his Sword, using his own Sword skill as a defense roll, or if fired on, does he roll Dodge to move out of the way?
Systems like this, really cool. Gets more people into the action. Armor Class is boring.
Stacie_GmrGrl wrote:If he's using a spell that effects his mind, he uses his Spellcasting skill to cast the spell? His target makes an opposed Will skill defense roll? who wins, is his Spellcasting check good enough to bypass his defense or is his mental will strong enough to oppose it? Static Defenses takes this cinematic feel out of the game. Instead, each attack is against the same number, again and again and again and again... totally boring. No randomness, no change. That's not combat at all.
Stacie_GmrGrl wrote:Combat should be exciting. If a person describes his action, saying he's using is sword skill to attack at his opponent and leap into the air and bring his sword down upon his foe, sure, give him a +1 to the roll. His opponent can then describe a defensive action, like, as that spawn of good raises his sword to slay me, I'll bring my sword up above my head to deflect his sword aside. Okay.... both roll, lets see who wins. Defender rolls higher, he just got his sword up in time. Attacker wins, his sword slices him down his front, cleaving him in two.
Stacie_GmrGrl wrote:You want combat to be fun and exciting. Not boring and static. This is, IMO, the greatest single design flaw in the game. Static Defenses. But, that's my opinion. Its slightly longer with opposed rolls, but when everybody is watching both dice roll across the table to see if the attacker hits or not, people won't care about that slight difference because they are more engaged, and that means they are quicker to act.
jazzencat wrote:You don't make individual opposed rolls for mooks. You take the average of their defense rolls and roll once, especially if targeted by an area spell. Each player gets a defense roll against an area attack, but they are the heroes. Mooks don't. Mooks die. And fast.
jazzencat wrote:Opposed roll systems can be streamlined as well. They can even work well as resolution systems for mass combat. Attacking force rolls, Defending force rolls. Positive difference favours attackers, negative the defenders, zero is a dead-lock. Combine this with an HP system representing troop-strength. You capture the back and forth of combat. The same system allows a player to have an epic duel with their nemesis. Possible systems: the linear d20 mechanic. Attacker rolls d20 + attack + mods vs d20 + defense + mods. Or die-pool system, use something like ORE's (can be ported into aspects of d20 system without borking it). Matched pairs and sets are compared. 2x3 loses to 2x6.... 4,5,6 loses to 5,6,7 runs and so on. It's easy enough to establish general, simple rules, but still have exciting results. I have also played games where tables were used. You had them printed out as part of the char-sheet. Tables can indeed be very cumbersome especially when buried across hundreds of pages in books. But you can also have a few with the right rule set-up and it can make tracking things very easy. You place a marker on the relevant section of a damage table, move it as damage increases. If the table integrates all hit-locations in one grid it's easy, especially with laminated sheets. 20% damage to torso, 3% to L hand, 1% to head and so on. Chaotic's CCG uses a tracking system like this: you have a number lines for different attributes and you just use sliders to track your current level vs max level. Sort of like using a Crib board to track damage or what have you.
Kaldaen wrote:Gary Sarli has already given a rough outline of how Defenses would work. The full post can be found here. A lot of what you've said fits that mold, although AC has been supplanted by "Primary Defense" to accommodate settings in which armor is rare or not used.
However, there was no mention of incorporating weapon skill into a character's Defense scores, and I think that's for the best. The biggest problem I have with using the weapon mechanics to drive Defenses is the potential for mismatches between attacker and defender. Consider a few examples -- how would you handle the following scenarios?
- Attacker armed with a greatsword, defender armed with a dagger
- Attacker armed with a firearm, defender armed with any melee weapon
- Attacker armed with a melee weapon, defender armed with a firearm
- Attacker and defender both using firearms
- Attacker using magic, defender having no aptitude for magic
- Attacker has a conventional weapon, defender only has magic
Each of these match-ups is going to require a different method of calculating Defenses. When the combatants have similar melee weapons, a direct comparison like this is simple. But when attacker and defender are wielding weapons with significantly different properties, from different categories or even from different eras, things get much more complicated. A dagger may help me parry an attack from another dagger or even a rapier, but it will be much less effective against a two-handed sword. No melee weapon will help defend against a firearm, and firearms won't help deflect attacks from anything. Magic has whatever offensive and defensive properties the author writes, but it is certain to make things even more complex.
What you're going to end up with is a mechanic that requires the target of an attack to recalculate his Defense scores based on what kind of weapon the attacker is wielding. If the enemy NPC's are carrying a wide variety of weapons, the players will have to recalculate their Defenses at least once per weapon type, and those numbers may become meaningless in the next encounter, when the enemies could have a completely different arsenal.
This kind of thing is far too simulationist for a system like d20. We should be aiming for more a more gamist approach to combat.
Kaldaen wrote:Gary Sarli has already given a rough outline of how Defenses would work. The full post can be found here. A lot of what you've said fits that mold, although AC has been supplanted by "Primary Defense" to accommodate settings in which armor is rare or not used.
However, there was no mention of incorporating weapon skill into a character's Defense scores, and I think that's for the best. The biggest problem I have with using the weapon mechanics to drive Defenses is the potential for mismatches between attacker and defender. Consider a few examples -- how would you handle the following scenarios?
- Attacker armed with a greatsword, defender armed with a dagger
- Attacker armed with a firearm, defender armed with any melee weapon
- Attacker armed with a melee weapon, defender armed with a firearm
- Attacker and defender both using firearms
- Attacker using magic, defender having no aptitude for magic
- Attacker has a conventional weapon, defender only has magic
Each of these match-ups is going to require a different method of calculating Defenses. When the combatants have similar melee weapons, a direct comparison like this is simple. But when attacker and defender are wielding weapons with significantly different properties, from different categories or even from different eras, things get much more complicated. A dagger may help me parry an attack from another dagger or even a rapier, but it will be much less effective against a two-handed sword. No melee weapon will help defend against a firearm, and firearms won't help deflect attacks from anything. Magic has whatever offensive and defensive properties the author writes, but it is certain to make things even more complex.
What you're going to end up with is a mechanic that requires the target of an attack to recalculate his Defense scores based on what kind of weapon the attacker is wielding. If the enemy NPC's are carrying a wide variety of weapons, the players will have to recalculate their Defenses at least once per weapon type, and those numbers may become meaningless in the next encounter, when the enemies could have a completely different arsenal.
This kind of thing is far too simulationist for a system like d20. We should be aiming for more a more gamist approach to combat.
Stacie_GmrGrl wrote:Elsidar, you've never played Talislanta 4th edition have you? Its the game where I got my primary idea for have a Single Action Table that is Use for ALL Actions. A SINGLE TABLE on each character sheet that handles results for ALL actions, skill actions, combat actions, magic actions. Not a seperate table for each style of combat, or different types of magic, or each skill.
And, the GM can, based on how the player describes his action, how he does a stunt, and what he's doing, applies a modifier to the roll.
Player rolls. The table in Talislanta is this (I might not have it exactly right):
1 Fumble
2-5 Failure
6-10 Miss
11-15 Half Success
16-19 Full Success
20+ Critical Success
In this game, if a player rolled with a attack, lets say a sword that does 8 damage right, and rolled a Full Success, he did 8 damage. A half success is 4 damage. Miss is miss, Failure is either miss or something worse, depending on the type of action. Critical Success is either damage x1.5 or x2, depending on how lethal you wanted it to be.
That is it. Every single action possible in the game worked off this kind of table. Characters defenses were penalties on the action roll. So if you attack with a sword with a skill of +9, and their defense was a 6, you roll with a +3 to your roll. It was very, very easy. Way easier than current d20 standards.
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