From: Amazing Larry (WALLMAN@VAX2.Winona.MSUS.EDU)
Date: Thu 08 Jul 1993 - 08:46:39 EEST
Even though the outline of the RQ4 melee round seems simple (3
options and basically 3 phases), I have found it sort of awkward in
implementing. Not really awkward, but mechanized, or promoting
mechanized thinking.
Below is my plan for a slightly stripped down and modified version of
the RQ4 melee round. I guess my goals are to have the players need
to remember a little less and to remove all kinds of little things
going on each round that require more rules (e.g. disengaging,
shifting, maneuvering).
THREE POSSIBLE STATEMENTS OF INTENT
AND EXAMPLES OF WHAT A PLAYER MIGHT SAY IN EACH SITUATION
2 actions, 0 moves
ENGAGED: "I attack and parry."
UNENGAGED: "I fire a couple of arrows."
1 action, 1 move
ENGAGED: "I parry and fall back." or "I attack and move around him."
UNENGAGED: "I move forward and attack."
0 actions, 2 moves
ENGAGED: "I turn and flee!" or "I circle around her and run past."
UNENGAGED: "I keep running."
SEQUENCE OF THE MELEE ROUND
1. unengaged characters make their first move (by DEX)
2. actions (by SR)
3. engaged characters make their first move at 1/3 normal rate (by DEX)
4. characters who are making two moves make their second move (by DEX)
5. bookkeeping
DEFINITIONS
ACTIONS: attack, parry, dodge, fire missile weapon, cast spell.
BY DEX: The order of events is from highest DEX to lowest DEX.
However, anyone can wait for a lower DEX to act first.
BY SR: The order of events is from lowest SR to highest SR. However,
anyone can wait for a higher SR to act first.
ENGAGED: A character is engaged whenever he starts a round next to an
opponent whose movement rate is half his own or more.
MOVEMENT RATE: Always (DEX+SIZ)/2 in meters for a humanoid character,
unless engaged, in which case it is 1/3 this rate.
ROUND: Approximately 6 seconds of time.
COMMENTS
STATEMENT OF INTENT: Statement of intent is done on a per phase
basis. I think this can be done because players can only do two
things per round. In the course of the round, they sort of "spend"
their two actions.
DISENGAGING: There are no disengaging rules. To disengage one can 1)
make one action (hopefully defensive) and move away or 2) make no
actions (leave yourself open to attack) and run away (i.e. move twice).
SHIFTING: There are no shifting rules. Any engaged character who
wants to shift must take an option with movement (e.g. parry and
move, attack and move). Those who are not confident enough to only
parry or only attack in a round will not move around much.
ENGAGED MOVEMENT: Movement while engaged is around 4 m for humans.
Turning in place is free movement (within reason).
UNENGAGED MOVEMENT: Normal movement (interrupted by dodging or some
other action) is around 11 m per round. Running movement (no time
taken for other actions) is around 23 m per round for.
MANEUVER: I once liked this idea, but now I am thinking that if the
round is designed right, those who are skilled in combat will be able
to move (or have a better chance of doing so without being nailed).
Those unskilled in combat will find it safest to stand and hack.
EXAMPLE: BELOW ARE SKELETON DESCRIPTIONS OF HOW TWO ROUNDS MIGHT GO:
FIRST MOVE, UNENGAGED
GM: You hear a shuffling and clicking noises.
Player 1: No move.
Player 2: I stand and wait too.
Player 3: I move forward.
GM: You move forward and you see a hulking mass lumbering up to you.
ACTION
Player 1: I scan around.
Player 2: I cast a spell.
Player 3: I attack the hulking mass. (misses)
GM to 1 and 2: Rocks come flying your way, spend time to dodge them?
Player 1: No.
Player 2: Yes.
FIRST MOVE, UNENGAGED
(Not used because no one was engaged at beginning of round)
GM: The 9 rocks missed, but you notice they are all releasing smoke.
SECOND MOVE
Player 1: I run away, yelling.
Player 2: I run too...but I can't! (he already did two things)
Player 3: Sigh.
FIRST MOVE, UNENGAGED
Player 1: I keep running.
Player 2: I start running. Wait for me!
GM: And 3 cannot run because he is engaged.
ACTION
Player 3: I do nothing so I can turn and flee.
GM: Lucky for you, it misses.
FIRST MOVE, UNENGAGED
Player 3: I move away from it. (1/3 movement)
SECOND MOVE
Player 1: I keep running.
Player 2: I keep running.
Player 3: I start running.
GM to 3: The smoke is burning your eyes, better make a CONx5% roll.
Please comment on this. Aside from missing details, is it sound?
Can discussion of this offer any improvements to the RQ4 melee round?
Ed Wallman@vax2.winona.msus.edu or AL
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