Re: More on speeding up combat

From: Brent Krupp (fletcher@u.washington.edu)
Date: Sat 26 Feb 1994 - 21:47:39 EET


Brent Krupp here...

Ray Turney makes a bunch of good suggestion for speeding up combat that
would definitely work as optional rules (though I really don't know how
squeezed for space the combat section is) and maybe for 'real' rules too.
It prompts me to describe a very simple way of speeding up combat, that
while it may seem obvious, and maybe everyone else does it that way, to
my players it was never intuitive and I had to enforce it at first.

Simply put, whenever dice get rolled in combat: ROLL THEM ALL. That is,
if rolling to hit with a sword, roll the percentiles, the d20 for
location, the d8 for damage, (in the old rules, the d6 for bonus), even
an extra d8 of a different color in case you special. Again, this may
sound dumb, but it *really does save time*. Those few less seconds of the
player scrambling for dice after successfully hitting do add up. Also,
make people roll BEFORE figuring special/critical chances changed by
magic. I've seen players delay while calculating what they need, only to
roll way over their skill, or roll an 01. AND any roll from 21 on up
isn't going to be special (typically) so that saves time too.

Just an overlong, simple suggestion...

Brent Krupp (fletcher@u.washington.edu)

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