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

All this talk about the Command skill, what about Tactics?
Post new topic   Reply to topic    The Rancor Pit Forum Index -> House Rules -> All this talk about the Command skill, what about Tactics? Goto page Previous  1, 2, 3
View previous topic :: View next topic  
Author Message
garhkal
Sovereign Protector
Sovereign Protector


Joined: 17 Jul 2005
Posts: 14071
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Fri Apr 27, 2012 2:38 am    Post subject: Reply with quote

Bren wrote:
Naaman wrote:

Sorry, Bren....

... but I'm just not seeing the connection here.

Don't get me wrong, from a rules perspective, I can see how each skill should have it's own domain. What I'm talking about is when two competencies have synergy with each other.

Also, without a tangible benefit for a skill like tactics, the player could just come up with the idea on his own, without "wasting" character points on the skill.
You are quite right that a player can come up with a good tactics idea without recourse to the skill. That's the same as a player coming up with a persuasive speech without recourse to the skill. It is no more nor less a problem for tactics than it is for bargain, con, or persuasion.


Which is why i favor RPing your character to its stats... NOT playing yourself (using your personal capcity to barter, con etc).

Quote:

[*]As an opposed skill roll between the commanders of each unit/side. The side that wins gets a bonus to their actions in the battle. This is similar to how the Battle Skill works in Pendragon.[list]


IIRC one of those tactics threads i posted above had a chart of potential benefits for the "winning side"..
Quote:
I'd use command to cover things like morale. So a command roll can effect morale allowing a unit to hold when taking casualties or to attack a superior force, be used to rally a broken unit, stuff like that.


Being i have yet to see rules for morale, routing etc in starwars, how do you have this done?
_________________
Confucious sayeth, don't wash cat while drunk!
Back to top
View user's profile Send private message
Bren
Vice Admiral
Vice Admiral


Joined: 19 Aug 2010
Posts: 3868
Location: Maryland, USA

PostPosted: Fri Apr 27, 2012 3:09 am    Post subject: Reply with quote

garhkal wrote:
Which is why i favor RPing your character to its stats... NOT playing yourself (using your personal capcity to barter, con etc).
I tend to agree.

garhkal wrote:
Quote:
I'd use command to cover things like morale. So a command roll can effect morale allowing a unit to hold when taking casualties or to attack a superior force, be used to rally a broken unit, stuff like that.


Being i have yet to see rules for morale, routing etc in starwars, how do you have this done?
I don't have a system. That's why I said I would use command. For troop or mook NPCs I tend to either use the leaders command or make up a roll for morale. My go to default roll for randomly determining anything is 2D6. So I'd pick a difficulty based on troop type, % casualties, leadership, tactical situation then roll 2D6. High is better, low is worse.

For individual NPCs I'm slightly more likely to use Willpower.

Mostly I just use some mechanical way of determining when NPCs decide to retreat, rout, or surrender rather than having them all fight to the death or having me as GM subjectively decide that they run.
Back to top
View user's profile Send private message
ZzaphodD
Rear Admiral
Rear Admiral


Joined: 28 Nov 2009
Posts: 2426

PostPosted: Fri Apr 27, 2012 11:33 am    Post subject: Reply with quote

Bren wrote:
garhkal wrote:
Which is why i favor RPing your character to its stats... NOT playing yourself (using your personal capcity to barter, con etc).
I tend to agree.


I our games coming up with a good (and/or amusing) story behind the con attempt will influence the difficulty. Most players stay in character here, so we have no smooth talking gamorreans yet..

I do like characters that stand out from the stereotype though (In WFRP we once had a less than fearless Trollslayer for example (you got to know the concept to get the idea)), but it must stay in character..
_________________
My Biggest Beard Retard award goes to: The Admiral of course..
Back to top
View user's profile Send private message AIM Address
ZzaphodD
Rear Admiral
Rear Admiral


Joined: 28 Nov 2009
Posts: 2426

PostPosted: Fri Apr 27, 2012 11:36 am    Post subject: Reply with quote

I a campaign over 10 years ago we used tactics so that if all combatants involved had tactics (or succeeded on their tests) they got to combine as a free action (in our games combining takes an action to 'set up' both for the commander and the commandees).
_________________
My Biggest Beard Retard award goes to: The Admiral of course..
Back to top
View user's profile Send private message AIM Address
atgxtg
Rear Admiral
Rear Admiral


Joined: 22 Mar 2009
Posts: 2460

PostPosted: Fri Apr 27, 2012 12:22 pm    Post subject: Reply with quote

I've considered something along the lins of a Tactics pool.

During the conflict characters could spend thier dice in tactics much like spending CPs to help the plan work out. Maybe even spending a tactics point to bump the initiative order.
Back to top
View user's profile Send private message
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