The Rancor Pit Forum Index
Welcome to The Rancor Pit forums!

The Rancor Pit Forum Index
FAQ   ::   Search   ::   Memberlist   ::   Usergroups   ::   Register   ::   Profile   ::   Log in to check your private messages   ::   Log in

Martial Arts
Post new topic   Reply to topic    The Rancor Pit Forum Index -> House Rules -> Martial Arts Goto page Previous  1, 2, 3
View previous topic :: View next topic  
Author Message
garhkal
Sovereign Protector
Sovereign Protector


Joined: 17 Jul 2005
Posts: 14031
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Mon May 28, 2007 12:59 pm    Post subject: Reply with quote

Declare actions in perception order, then roll off for initiave.
_________________
Confucious sayeth, don't wash cat while drunk!
Back to top
View user's profile Send private message
Tupteq
Commander
Commander


Joined: 11 Apr 2007
Posts: 285
Location: Rzeszów, Poland

PostPosted: Mon May 28, 2007 2:12 pm    Post subject: Reply with quote

garhkal wrote:
Declare actions in perception order, then roll off for initiave.


That's not the solution. what if someone changes his action? A character, who lost initiative roll should have ability to defend instead of attack. There's one more problem - some maneuvers (especially defensive like block or dodge) could give an initiative bonus to next actions, but I'm afraid there's no simple solution for this.
Back to top
View user's profile Send private message
Endwyn
Commander
Commander


Joined: 22 Jul 2005
Posts: 481

PostPosted: Mon May 28, 2007 3:43 pm    Post subject: Reply with quote

We handled initiative decelerations as:

1. Roll Perception
2. Ties either went to highest base perception or if still tied a roll off.
3. Lowest result declares first up to highest; giving better initiative the ability to have the best "reactive" or "intuitive" actions for the round.

I honestly see maneuvers adding to the next round of initiative. As a martial arts set up. Having the person play into your plans because they aren't aware that they are....they just think they're defending themselves.

If you get into the "a punch is faster than a X" line of thinking then you will overly complicate combat. Now you have to give every weapon a speed and determine how speed affects initiative. How many "speed ticks" exist in a round? You have to know because if a blaster is speed 3 can you really shoot 10 shoots in a round? So now players have to know how much speed is in a round, the speed of their weapons, ect, ect, ect. Don't even get into grenades.......
_________________
Luke, I am your father.
That's impossible!
And Leia is your sister!
That's improbable?
And the Empire will be destroyed by..EWOKS!
That's...highly unlikely.
The Force? Bacteria called midichlorians.
If you don’t take this seriously I'm out.
Back to top
View user's profile Send private message MSN Messenger
Tupteq
Commander
Commander


Joined: 11 Apr 2007
Posts: 285
Location: Rzeszów, Poland

PostPosted: Mon May 28, 2007 4:24 pm    Post subject: Reply with quote

Endwyn wrote:
If you get into the "a punch is faster than a X" line of thinking then you will overly complicate combat. Now you have to give every weapon a speed and determine how speed affects initiative. How many "speed ticks" exist in a round? You have to know because if a blaster is speed 3 can you really shoot 10 shoots in a round? So now players have to know how much speed is in a round, the speed of their weapons, ect, ect, ect. Don't even get into grenades.......


Exactly. This is a problem I not resolved. And, I think I'll not resolve. I don't like to complicate RPGame too much, mechanics should be simple and quick. IMO it's better to resign from some (possibly cool and realistic) maneuvers like "quick punch" and keep game fast.

BTW: There's one very old Polish RPG "Kryształy Czasu" (Crystals of Time), with so many tables, so many rolls and so realistic, that made from a combat a long math exercise (2 vs 2 sword-fight was taking about 6 hours Smile)
Back to top
View user's profile Send private message
Endwyn
Commander
Commander


Joined: 22 Jul 2005
Posts: 481

PostPosted: Mon May 28, 2007 5:35 pm    Post subject: Reply with quote

That's usually the trade-off in RPG's. Realism and simplicity on two ends of the spectrum. Most games try to find a happy medium, some go for extremes. I like the overly simplistic D6 mechanics because they are just real enough to match cinema but not bog down the rules trying to be "overly real".
_________________
Luke, I am your father.
That's impossible!
And Leia is your sister!
That's improbable?
And the Empire will be destroyed by..EWOKS!
That's...highly unlikely.
The Force? Bacteria called midichlorians.
If you don’t take this seriously I'm out.
Back to top
View user's profile Send private message MSN Messenger
ifurin
Lieutenant Commander
Lieutenant Commander


Joined: 20 May 2007
Posts: 208

PostPosted: Tue May 29, 2007 7:26 am    Post subject: Reply with quote

roll for initiative, then battle is cyclical unless the players do something.
Back to top
View user's profile Send private message
Tupteq
Commander
Commander


Joined: 11 Apr 2007
Posts: 285
Location: Rzeszów, Poland

PostPosted: Tue May 29, 2007 11:02 am    Post subject: Reply with quote

ifurin wrote:
roll for initiative, then battle is cyclical unless the players do something.


What u mean? (examples?)
Back to top
View user's profile Send private message
vong
Jedi


Joined: 30 Aug 2006
Posts: 6699
Location: Ottawa, Canada

PostPosted: Tue May 29, 2007 11:25 am    Post subject: Reply with quote

Each person rolls, and then you go from higest to lowest. aka:

i roll 20
you roll 15
he rolls 10

then combat will go as follows

me, you, him, me, you, him, me, you, him...
_________________
The Vong have Arrived

PM me if you want user created content uploaded to my site: http://databank.yvong.com/index.php
Back to top
View user's profile Send private message Send e-mail Visit poster's website
Tupteq
Commander
Commander


Joined: 11 Apr 2007
Posts: 285
Location: Rzeszów, Poland

PostPosted: Tue May 29, 2007 12:18 pm    Post subject: Reply with quote

vong wrote:
Each person rolls, and then you go from higest to lowest. aka:

i roll 20
you roll 15
he rolls 10

then combat will go as follows

me, you, him, me, you, him, me, you, him...


This is standard way in SWD6. But true, it's best way I know.
Back to top
View user's profile Send private message
ifurin
Lieutenant Commander
Lieutenant Commander


Joined: 20 May 2007
Posts: 208

PostPosted: Tue May 29, 2007 2:05 pm    Post subject: Reply with quote

vong wrote:
Each person rolls, and then you go from higest to lowest. aka:

i roll 20
you roll 15
he rolls 10

then combat will go as follows

me, you, him, me, you, him, me, you, him...

just like that untill a character says, "i wait untill the stormie does... then i ..." then there is another initiative roll. the roll is to make sure that the character actually can react before the opponent while knowing what the oponate will do. (this does not take into account jedi) i've also allowed characters to do fantastic stunts but they "loose" their place in the order because the action is longer than a standard action.
Back to top
View user's profile Send private message
vong
Jedi


Joined: 30 Aug 2006
Posts: 6699
Location: Ottawa, Canada

PostPosted: Tue May 29, 2007 2:54 pm    Post subject: Reply with quote

Yea, that is the basics of what i do, allowing for other scanarios and such
_________________
The Vong have Arrived

PM me if you want user created content uploaded to my site: http://databank.yvong.com/index.php
Back to top
View user's profile Send private message Send e-mail Visit poster's website
Display posts from previous:   
Post new topic   Reply to topic    The Rancor Pit Forum Index -> House Rules All times are GMT - 4 Hours
Goto page Previous  1, 2, 3
Page 3 of 3

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group


v2.0