[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

Re: [BNW] Combat tips?




>We're certainly all inclined for the John Woo feel.  But there are things 
>in the
>way, such as:
>
>- You have to spend an action dodging, rather than (Champions style) be
>intrinsically harder to hit.

Perhaps you could add a rule that allows for Dodging and acting on the same 
phase, if you like.  Make it a Trick--an extra success, and you can act as 
well.  That would add a cinematic feel.

Or, if you don't want it to be a Trick, just make that an option for all 
combatants.

>- You need to spend actions on things like moving, jumping or getting into a
>good position.

I thought you could move and act at the same time.

>- You have to stagger your actions along with everyone else's; without the 
>First
>Move trick (and plenty of successes), you can't get in a decisive first hit.

???  That's no different from any other rules system I've seen.

>- It's very easy to get stunned, especially for those with just 2 Strength 
>(2 of
>my PCs) and lose actions.

I always forget about the darn stun rules.  This is a rule meant to 
simulate realism. If you want more cinematics, why not ditch the rule, or 
allow something to modify it (that already doesn't)?

>- It's bloody hard to make a dent in anyone with a high Strength, reg or 
>delta.
>They take the hit, but don't fall down.

That can be true.  But then again, I don't know that it is all that 
surprising.  Encourage players to be creative.  If someone's leg isn't 
working well, then they still aren't chasing you.

>- Wound penalties are a bastard for those with lower skill levels.

I don't use wound penalties.  I don't like them in game systems--they 
create a nasty downward spiral.  A lucky shot not only nearly kills your 
char, but you also are useless for the rest of the battle.  (I had a bad 
Ars Magica session that went this way once.  It was a major conflict that 
had been in the planning for 2+ years game time and probably 4 months real 
time (if not more).  I ended up with only one char at teh battle, where 
most people had 3 or 4.  My char got hit by a lucky shot early on and ended 
up with a -5 penalty -- basically meaning she was completely useless for 
the rest of the marathon session.  Realistic?  Sure.  Fun?  No way.  I 
talked the GM into allowing me to ignore the penalties, but that took a bit 
of arguing).

>- Initiative is very random; you can go first with 5 actions one round, go 
>last
>with one action the next.

Is there a way to smooth it out somehow?  There are probably ways to get a 
result like what you want.  There's also DPs.  Or perhpas allow players to 
take a penalty to attacks in that round equal to a bonus they'd apply to 
init.  (Perhaps that idea could work in some form...).

>None of these things are bad per se - but I think they encourage a certain 
>style
>of combat.

Definately.  And if you want a different style, change what doesn't work 
for ya.

>I'm more inclined to jot - but I also only have four players.
>On the other hand, I'm seeing that large groups - more than 3 or 4 a side 
>- are
>a big problem.  I'm certainly going to avoid using thugs/extras for a while.

Notecards are your friend.  Trust me on this.  One for each enemy or group 
of thugs...put them in order, and away you go.

Jennifer