lichmaster
Hero
Hi all,
A thing I really liked in a few other games is the possibility of cinematically describing many actions to be performed in the same round, like this:
- each character can basically perform 2 actions (two moves, two attacks or one and one, or cast a spell)
- for each action he takes after these two, he has a cumulative 1 die penalty to each of his rolls until his next round
So if a character decides to move close to a wagon, fire an arrow and then take cover (3 actions), he could move and fire the arrow with no problems, but as he is also taking cover, each action/reaction he'll have to make until his next turn will be made with 1 die penalty. The same would be if he was covering, stood up to fire and then covered again.
If instead he moved, fired 2 arrows and than took cover it would have fired the first arrow with no problem, but would have taken a 1 die penalty to the second one and have a 2 die penalty to every other action/reaction until the next round due to the 4th action (cover)
As for the question: is there a precise reason for you setting DEFENCE and MENTAL DEFENCE to be different than other benchmarks? I mean, why didn't let these static values to be simply 3 times AGI or WILL score?
That way, a STR 4 char (3 dice) fighting an AGI 4 (= DEF 12) char will hit it almost 50% of the time...
As a side note, what about simply rolling for DEFENCE as your AGI score would determine for each attack (thus, using the above mentioned system, a reckless charge followed by 2 attacks will automatically leave you much more vulnerable, rolling 2 dice less for DEFENCE or giving you a flat -6 penalty) ? Maybe it could slow the pace a bit, but I think it would allow for much more variability...
IMO this kind of systems allow for very dynamic combat sequences, and very dynamic action scenes too...
What do you think?
A thing I really liked in a few other games is the possibility of cinematically describing many actions to be performed in the same round, like this:
- each character can basically perform 2 actions (two moves, two attacks or one and one, or cast a spell)
- for each action he takes after these two, he has a cumulative 1 die penalty to each of his rolls until his next round
So if a character decides to move close to a wagon, fire an arrow and then take cover (3 actions), he could move and fire the arrow with no problems, but as he is also taking cover, each action/reaction he'll have to make until his next turn will be made with 1 die penalty. The same would be if he was covering, stood up to fire and then covered again.
If instead he moved, fired 2 arrows and than took cover it would have fired the first arrow with no problem, but would have taken a 1 die penalty to the second one and have a 2 die penalty to every other action/reaction until the next round due to the 4th action (cover)
As for the question: is there a precise reason for you setting DEFENCE and MENTAL DEFENCE to be different than other benchmarks? I mean, why didn't let these static values to be simply 3 times AGI or WILL score?
That way, a STR 4 char (3 dice) fighting an AGI 4 (= DEF 12) char will hit it almost 50% of the time...
As a side note, what about simply rolling for DEFENCE as your AGI score would determine for each attack (thus, using the above mentioned system, a reckless charge followed by 2 attacks will automatically leave you much more vulnerable, rolling 2 dice less for DEFENCE or giving you a flat -6 penalty) ? Maybe it could slow the pace a bit, but I think it would allow for much more variability...
IMO this kind of systems allow for very dynamic combat sequences, and very dynamic action scenes too...
What do you think?