ooc - Junk Yard Dogs
Apologies for the delay. I have been mulling over a way to abstract the combat. I don't really want to be dealing with maps, especially for something as complicated in three dimensions as the hold. What I wanted was a way of simulating the effects of the various terrain would have on the combat. Or more accurately, determining how it effects the outcome of the combat. Then it struck me - Tactics. Its rarely used, but often taken. It seems like it should be a useful skill.
This is very much just off the cuff. Feel free to post any thoughts, suggestions or concerns.
Make a resisted Tactics role. The result will determine a bonus which can be applied to either Attack or Defence Rolls, or a combination of both. In a complex combat zone (one with lots of cover and concealment) whoever wis the roll gains a floating +1 bonus per 3 points of overkill. For a simple environment, +1 per 5. For a bare environment, +1 per 7. Results are rounded down. The bonus(es) may be added to either Attack or Defence in any combination. Bonus allocations are made at the start of the round. They can be changed at the beginning of any new round.
Example: The opponents Tactics check was 14. The PC has Tactics +5. He rolls 18, giving him 23 or 9 overkill for a floating bonus of +3. Cautious at first, he allocates +1 to Attack, +2 to Defence.
If multiple PC's work together as a team, one PC rolls, and all team members gain the same floating bonus. The PC's making the roll in effect becomes the unit commander. If all members of a 'unit' know BatCom, the unit gains a +2 bonus to their roll. Players need to announce before making rolls whether they are working as a team and who is the 'commander'.
I would also like to introduce Initiative and Perception into the mix somehow. But at this point, a) I can't see an easy way to do so and b) I think it might be best to start small.
doghead
aka thotd.