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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