Mighty Halfling
Explorer
Online Game Mechanic
I feel your pain. I ran an online game that died in the MIDDLE of a combat. I specifically think that it died because the combat took so long.
Needless to say, I spent a little time yesterday trying to figure out how to speed up combat.
In particular, I thought about how movies and television portray combat. These combats usually only involve one hit, whether it be a knife into the heart, the snap of a neck or single bullet hit. Whether these hits result in death or unconsciousness is unknown.
This model, I think, could really help an online game zip through combat. Mind you it hasn't been playtested since I thought it up yesterday.
Here's what I came up with:
Damage Saves
Once a successful hit is determined, follow this to tabulate the effect.
The basic formula: Character Side (1d20 + Effective Character Level + Fortitude Bonus + Wound Modifier) vs. Damage Side (10 + damage inflicted in one hit).
Results: If the Character Side total is higher than the Damage Side, then the character continues to act as normal, except a penalty vs. further Damage Saves. If the Damage Side is higher than the Character Side, the character collapses into unconsciousness.
Wound modifier: For each successful hit after the first, the character has a -1 to his Character Side total.
Healing: An wounded person heals one wound modifier plus his character level per 8 hours of rest.
Magical healing: Cure Light Wounds removes one "-1" wound modifier. A Cure Serious Wounds removes two "-1s". A Cure Serious Wounds removes four. A Cure Critical Removes eight.
Unconsciousness: Attacking an unconscious person can kill them. To determine whether they are killed, a successful "to hit" roll must be made. Once that's determined, use this formula for damage: Character Side (Effective Character Level + Fortitude Bonus + Wound Modifier) vs. Damage Side (as above).
Regaining consciousness: An unconscious person becomes conscious according to this formula: 1 + wound modifier = Number of hours until reviving.
Experience: Rendering a person unconscious means they are defeated. Full experience should be awarded.
Minor Neccesary Adjustments: Hit Point rolls removed. Magic Missile strikes are counted as one hit. Raging Barbarians can't die if they fall unconscious and their Rage stops. Toughness permanently adds to +3 to Character Side total. (additions welcome.)
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So essentially what I'm doing is eliminating hit points and providing the chance that a character can knock a person out with one hit.
Your thoughts?
I feel your pain. I ran an online game that died in the MIDDLE of a combat. I specifically think that it died because the combat took so long.
Needless to say, I spent a little time yesterday trying to figure out how to speed up combat.
In particular, I thought about how movies and television portray combat. These combats usually only involve one hit, whether it be a knife into the heart, the snap of a neck or single bullet hit. Whether these hits result in death or unconsciousness is unknown.
This model, I think, could really help an online game zip through combat. Mind you it hasn't been playtested since I thought it up yesterday.
Here's what I came up with:
Damage Saves
Once a successful hit is determined, follow this to tabulate the effect.
The basic formula: Character Side (1d20 + Effective Character Level + Fortitude Bonus + Wound Modifier) vs. Damage Side (10 + damage inflicted in one hit).
Results: If the Character Side total is higher than the Damage Side, then the character continues to act as normal, except a penalty vs. further Damage Saves. If the Damage Side is higher than the Character Side, the character collapses into unconsciousness.
Wound modifier: For each successful hit after the first, the character has a -1 to his Character Side total.
Healing: An wounded person heals one wound modifier plus his character level per 8 hours of rest.
Magical healing: Cure Light Wounds removes one "-1" wound modifier. A Cure Serious Wounds removes two "-1s". A Cure Serious Wounds removes four. A Cure Critical Removes eight.
Unconsciousness: Attacking an unconscious person can kill them. To determine whether they are killed, a successful "to hit" roll must be made. Once that's determined, use this formula for damage: Character Side (Effective Character Level + Fortitude Bonus + Wound Modifier) vs. Damage Side (as above).
Regaining consciousness: An unconscious person becomes conscious according to this formula: 1 + wound modifier = Number of hours until reviving.
Experience: Rendering a person unconscious means they are defeated. Full experience should be awarded.
Minor Neccesary Adjustments: Hit Point rolls removed. Magic Missile strikes are counted as one hit. Raging Barbarians can't die if they fall unconscious and their Rage stops. Toughness permanently adds to +3 to Character Side total. (additions welcome.)
----
So essentially what I'm doing is eliminating hit points and providing the chance that a character can knock a person out with one hit.
Your thoughts?
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