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1st ed combat
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Joined: 01 May 2005
Posts: 680
Location: Any blackberry patch.

PostPosted: Thu Nov 10, 2016 4:33 pm    Post subject: Reply with quote

Zarn wrote:
The initiative system I use on SWd6 is pretty simple - declaring actions goes from lowest PER to highest PER (roll to determine ties), while resolving actions goes from highest DEX to lowest DEX (or MEC, in the case of driving stuff or shooting with gunnery). I also usually avoid rolls for heroes vs minions - if there's 'generic' minions (a bunch of bounty hunters, a gaggle of troopers, what have you), they always lose initiative ties.

So if you've got Bib at 2D DEX and 4D PER, while Bob has 4D DEX and 2D PER, then Bob first declares (so that Bib can react to that), while Bob's action resolves first (unless Bib does something crazy, like popping a FP).

Or, a more involved example: There's also Bub, which is 3D DEX and 3D PER.

Bob declares first (2D PER)
Bub then declares (3D PER)
Bib then declares (4D PER)

Bob goes first (4D DEX)
Bub then goes (3D DEX)
Bib then goes (2D DEX)

So Bib's advantage is that he can react to what the others are doing - but his disadvantage is that he's pretty slow.

I like your system a lot. Frankly, 1E combat seems really alien to me, reading about it...
The only words of explanation you need for any concept in the entire Star Wars universe are the words Science Fiction and Space Opera.
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Wajeb Deb Kaadeb
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Joined: 07 Apr 2017
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PostPosted: Sat Apr 22, 2017 11:45 am    Post subject: Reply with quote

So, let's talk about the GM and running a game. Like the movies, this game is all about interesting characters and swashbuckling action. Like most RPGs, this game runs best with GM gifted at telling stories.

Now, you can use a combat grid, miniatures, maps, and things like that...if you want to. The rules certainly allow for it. But, this game really hums with a GM describing all the action for the mind's eye of each player. You don't need maps. You can use them, but you don't need them. The game plays extremely well without them.

Each combat round is about five seconds of time. The GM describes what the players see as combat breaks out. The players each declare what they want to do. The GM then narrates how events play out, pausing to have players roll dice when needed. The GM then continues, incorporating the results of the dice rolls in his narration.

A player can do anything he wants to do within that five seconds of time. A player can say, "I fire at the first stormtrooper to my right, then move to cover behind the crate, peek around and fire two more shots at the closest trooper." It can be done in five seconds, and this game allows for all that in one combat round.

When the GM hears what the player wants to do, he breaks the actions down into game terms.

Typical Combat Round Actions

Use a Skill



Change Stance

What does the player above want to do? He wants to fire his blaster (use a skill), move to the crate (Walk or Run), kneel down behind it (change stance), and fire two more shots (two more skill uses).

In this game, every action you take after the first means that your die code is reduced by -1D. If Roark (the character in the OP) fires his blaster once, then he rolls 5D+1. If he fires twice, he rolls 4D+1 for each attack throw.

The Roark Garnet character is not skilled enough to pull off everything this player wants to do. You cannot penalize a task to lower than 1D. The player wants to take three shots with his blaster, in total, plus move. Kneeling is considered part of movement, so it doesn't count as an action. Walking counts as an action. Running counts as two actions. At the minimum, Roark is -3D to his blaster shots (and the movement is not possible because Roark's DEX is only 3D+1.). The player will have to amend his actions to a blaster shot, the move and kneel, and the single final blaster shot (instead of two shots at the end). He can do all of that, taking a total of 3 actions in the five second turn and suffering -2D to any dice rolls.

Still, the player may not get to complete all actions in a round because another character may prevent him from doing so. Those stormtroopers can fire back at him!

The GM, when describing the action, will jump the focus of his description after each action. This is not unlike quick cuts in an action film (like, uh, Star Wars!). The GM will describe the first actions of all characters in the combat round, including the NPCs, then, he will describe the second actions, then the third actions, if any, and so on.

A Simple Example of a Combat Round

Roark Garnet, Smuggler and opportunist with no love of the Empire, walks into a landing bay and sees a single stormtrooper there. The soldier in white turns, and his mechanical voice emits, "Hey, you there! Halt! This is a restricted pad." His blaster rifle is held at the ready, pointing at Roark.

Player: "Do I see any cover?"

GM: "Yeah, there's a crate about four meters to your right. The trooper is to your left. You would have to kneel behind it for cover."

Player: "Ok, I'm going to fire at the trooper, move to the crate, kneel, then fire two more shots....wait! No, I can't do all of that. I'll just fire one shot from the crate."

GM: "That's three actions, so you're -2D on any rolls."

Player: "Go it."

GM: "You see the trooper raising his blaster rifle. He's firing also. Whoever rolls the highest with his shot gets his shot off first."

Player: Roark's Blaster skill is 5D+2, now reduced to 3D+2. He rolls.

GM: (Doesn't tell player that the stormtrooper's Blaster skill is 3D, and he's only taking one shot) He rolls and beats the player's roll.

GM: As soon as the trooper says his sentence, you flinch and begin to raise your blaster, but the trooper is quicker. He fires his blaster and hits you before you can squeeze off a shot. Damage is 5D vs. Roark's Strength 3D.

GM: Roark takes the bolt in the right shoulder. He spins around, his blaster flying out of his hand, and flies to the ground. His vest is on fire for a moment from the heat of the bolt, but that goes out. Now, smoke and blinding pain throb out of your shoulder. The character is wounded.

Here, you see the best laid plans of men and mice. The player declared three action but didn't get to execute any of them. The stormtrooper was too quick for Roak. He shot and hit before Roark could act.

Note that the game doesn't bother with initiative rolls. No, the GM simple goes around the table in the most dramatic and logical fashion describing each character's first action as if the players were watching an space action movie. It doesn't really matter who goes first until a point at which one character affects the actions of another. At that point, just let the task rolls dice. The higher task roll means that action takes place first.

In the case of the above, the stormtrooper fired before Roark could act. The trooper's attack roll was higher. Thus, Roark's blaster attack never happened. The stormtrooper fired, and Roark went down.

But, there's another type of action I haven't mentioned yet. It's called a Reaction. Some skills are Reaction Skills and can only be used when triggered. When they are triggered, they reduce skill use (from that point forward) just like any other skill.

Dodge is a reaction skill. It is used to get out of the way of incoming blaster fire. The target number, based on Range, for the stormtrooper to hit Roark was 10. The trooper, with his 3D skill, rolled 10 exactly, which indicates that Roark is hit and wounded. Blasters are powerful in this game. Roark wasn't killed (but could have been), but he sure was knocked down and hurt bad when he took the hit.

When the trooper fired, Roark could then declare a reaction skill use. Reaction skills can be declared immediately when they are triggered. In this case, Roark's Dodge is 4D+1. But, remember that Roark was -2D to all skill uses. Thus, the player could roll 2D+1 vs. the trooper's attack throw of 10. If successful, Roark dodges out of the way of the trooper's incoming fire. If he fails, he's hit (so Roark has nothing to lose).

The player throws 2D+1 and gets an 11.

This means the trooper misses.

GM: "The bolt jets over your right shoulder. It was so close that you could feel the heat from the thing as it barely missed you."

But now, the player has just used another skill. He is now -3D to all tasks, and he cannot change the tasks he declared. He can either do them or not. This makes movement impossible as the character doesn't have enough dice to move. Thus, Roark is -3D on his first action--his blaster shot at the trooper (that he can now re-roll because of the successful Dodge).

Roark's turn would end right there because he can't move with a -3D penalty (he's got 3D+1 DEX). So, the player will know that his character can perform a maximum of three actions and still be able to move. To be safe, in future combat rounds, he may only want to declare one or two actions. That way, he's got room for a Reaction skill and can still perform the rest of this declared actions.


Think tactically about how many actions you declare.

Other characters, or reaction skills, may preempt you from carrying out all declared actions in a combat round.

Each action you take after the first lowers any dice code by -1D.

Running lowers die codes by -1D.

Dropping stance is counted as part of movement, but standing up or rising from a kneel is counted as an action.

Whenever rolling against movement, roll the Dexterity code (Stromtrooper Blaster vs. Character DEX to decide if blaster fire happens before or after movement).

Pulling a holstered weapon (drawing) can be done in the same action as the attack, but apply -1D to the code.
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