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RE: [DL] combat system
Allan makes some good points. The *best* is to drive down through the cards
as he suggests. Another thing I do is INSIST that players roll *all* their
dice at once. Nothing slows down combat more than some wanker who rolls a
single d10 5 times for a 5d10 roll! I even make players roll the hit
location die at the same time they roll to hit...
Patrick
-----Original Message-----
From: Allan Seyberth [mailto:darious@darious.com]
Sent: Saturday, May 19, 2001 1:01 AM
To: deadlands@gamerz.net
Subject: Re: [DL] combat system
At 10:45 PM 5/18/2001 -0400, you wrote:
>for some reason the cards and the rerolling of aces just caused a single
>battle to drag on for an hour
Hmmmm.
There's not much to be done with the rolling of aces except that folks get
faster with practise. One thing I like to do is to keep track of the
highest roll ever made. I give a blue chip to the first person to break a
fifty, and each time the high roll is beat after that. It gives a meaning
to some of those times when a player has gotten far higher than he needs -
he can keep rolling to beat the max.
As for the aces you roll - after a couple of aces - stop. No matter what
a player is gonig to be hurting. Well - if you need to bleed off a LOT of
chips, keep rolling the damage. :)
Another trick I like to do to keep the rolling down is to pre-roll the
first three rounds of initiatives for the bad guys and write the numbers
down. When their turn comes up all I do is apply the modifiers and draw
the proper number of cards.
As for the cards - the slowest part for me was the countdown across the
whole Ace-Duece range. So I started counting off at a staccato pace. Aces
go! KingQueenJacks. go! You've got a king and you've got a jack? King
go! What do you do? Roll to hit. (while he's rolling) Jack - what do you
want to do?. . .
It's pretty effective psychologically - as it creates a sense of urgency
that should exist in combat.
If you call a number and a player biffs calling out AND irrevocable things
have happened in the combat, don't rewind - it's the player's
responsibility to act when you call.
Just be fair about keeping the pace. If you skip over a player's number or
the mistake is otherwise yours, do a full rewind back to the player's
action or somehow make certain that your mistake isn't a penalty for the
player. If you have a player that can't gear up to that speed don't force
it - just use the time to plan what you are thinking of doing with your
guys.
But. generally it all gets faster with practise.
-------------------
Allan Seyberth
darious@darious.com
Deadlands fan site - http://www.darious.com/
Thundrous echoes of deep thoughts without form.
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