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Skill Combat - quick combat resolution
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<blockquote data-quote="Ferghis" data-source="post: 6029740" data-attributes="member: 40483"><p>Sorry about the necro, but this was the best thread I found, and I'm sure folks have thought about this before, so I wanted their feedback on the idea.</p><p></p><p>I'm looking for a way to resolve trivial combats VERY fast at high paragon and epic levels. Something involving very few rounds of die rolls. I have not tried this yet. Again, this would be good when dealing with trivial combats, where there are more monster HP than PC HP, but the outcome is nonetheless heavily skewed in the PC's favor. It basically figures out the number of surges used.The idea is this:</p><p></p><p>1) If one side has surprise, only that side attacks on the first round.</p><p>2) Each sides sorts the order in which their actors take damage. Damage is allocated in that order.</p><p>3) Each actor calculates the maximum damage it can inflict with a standard action using only non-daily powers, add one round of ongoing damage (if any) without including crit dice or using action points. For monsters that boost damage in certain situations, assume those situations are the case. If the power attacks multiple targets, note how many (I would use a 25x3 kind of notation). If it is a blast or burst power, DM determines the number of additional targets it has, perhaps averaging on one target per every 4 squares affected.</p><p>4) Everyone rolls a d20 and adds either their initiative or attack bonus. </p><p>5) The highest roll applies their damage to the targets as listed in the initiative order (basically assuming everything hits and does max damage).</p><p>6) Rolls that damage targets that have not had a chance to act yet apply the following additional effects (multi-role actors can choose): </p><p> - Defender/Soldier: deny one enemy's additional effect</p><p> - Controller: one enemy moves to bottom of enemy damage order</p><p> - Striker/Skirmisher/Lurker/Artillery: select targets (ignore the order list)</p><p> - Leader: do no damage; instead, apply one ally's damage to an additional target</p><p>7) Leaders calculate the maximum amount they can heal with non-standard action non-daily powers in one turn, the number of targets, and apply that healing every turn.</p><p>Repeat 4-7 until only 1 or 2 monsters left, who flee or surrender.</p><p></p><p>As an example, let's assume a party with a striker (110 HP), a defender (130 HP), a leader (110 HP), and a controller (80 HP) encounter (sans surprise) a group of 4 minions, 2 soldiers (165 HP), 2 artillery (130 HP) and a lurker (90 HP). </p><p>1) No Surprise</p><p>2) The players sort their damage order as defender, leader, striker, controller. DM decides that the minions take damage first, then the soldiers, then the artillery, then the luker.</p><p>3) Damage:</p><p>- Defender: 40</p><p>- Leader: 35</p><p>- Striker: 80x2</p><p>- Controller: 30x4</p><p>- Minion: 15</p><p>- Soldier: 35</p><p>- Artillery: 40</p><p>- Lurker: 40x2</p><p>4-6a) Roll results (sorted):</p><p>- Striker: 41 (applies damage to first soldier, who has 85 HP left and first artillery, who has 50 HP left)</p><p>- Minion: 40 (defender has 115 HP left)</p><p>- Defender: 39 (kills one minion (3 left) and denies lurker's additional effect)</p><p>- Controller: 39 (kills other 3 minions, first soldier now has 55 HP left, and moves other soldier to bottom of enemy damage list)</p><p>- Lurker: 39 (leader: 70 HP left and striker: 70 HP left; additional effect removed by defender)</p><p>- Artillery: 37 (controller has 40 HP left)</p><p>- Soldier: 36 (defender has 80 HP left)</p><p>- Minion: 35 (leader has 55 HP left)</p><p>- Artillery: 34 (striker has 35 HP left)</p><p>- Soldier: 28 (controller has 5 HP left)</p><p>- Minion: 28 (defender has 100 HP left)</p><p>- Minion: 25 (leader has 40 HP left)</p><p>- Leader: 23 (first artillery now has 15 HP left, no additional effect due to low roll)</p><p>7a) Leader heals surge value +20 HP to controller (controller now has 45 HP left)</p><p>4-6 b) Roll results (sorted), damage order starts from top of list:</p><p>- Artillery: 40 (selects striker as target, who is now dying - will not act next round)</p><p>- Striker: 39 (kills first soldier)</p><p>- Controller: 38 (kills first artillery, second artillery has 100 HP left, kills lurker, second soldier has 135 HP left, and moves second artillery to bottom of damage list)</p><p>Since only second soldier and second artillery are left, they flee.</p><p></p><p>I particularly need feedback on the additional effects and need other ways to heal PCs.</p></blockquote><p></p>
[QUOTE="Ferghis, post: 6029740, member: 40483"] Sorry about the necro, but this was the best thread I found, and I'm sure folks have thought about this before, so I wanted their feedback on the idea. I'm looking for a way to resolve trivial combats VERY fast at high paragon and epic levels. Something involving very few rounds of die rolls. I have not tried this yet. Again, this would be good when dealing with trivial combats, where there are more monster HP than PC HP, but the outcome is nonetheless heavily skewed in the PC's favor. It basically figures out the number of surges used.The idea is this: 1) If one side has surprise, only that side attacks on the first round. 2) Each sides sorts the order in which their actors take damage. Damage is allocated in that order. 3) Each actor calculates the maximum damage it can inflict with a standard action using only non-daily powers, add one round of ongoing damage (if any) without including crit dice or using action points. For monsters that boost damage in certain situations, assume those situations are the case. If the power attacks multiple targets, note how many (I would use a 25x3 kind of notation). If it is a blast or burst power, DM determines the number of additional targets it has, perhaps averaging on one target per every 4 squares affected. 4) Everyone rolls a d20 and adds either their initiative or attack bonus. 5) The highest roll applies their damage to the targets as listed in the initiative order (basically assuming everything hits and does max damage). 6) Rolls that damage targets that have not had a chance to act yet apply the following additional effects (multi-role actors can choose): - Defender/Soldier: deny one enemy's additional effect - Controller: one enemy moves to bottom of enemy damage order - Striker/Skirmisher/Lurker/Artillery: select targets (ignore the order list) - Leader: do no damage; instead, apply one ally's damage to an additional target 7) Leaders calculate the maximum amount they can heal with non-standard action non-daily powers in one turn, the number of targets, and apply that healing every turn. Repeat 4-7 until only 1 or 2 monsters left, who flee or surrender. As an example, let's assume a party with a striker (110 HP), a defender (130 HP), a leader (110 HP), and a controller (80 HP) encounter (sans surprise) a group of 4 minions, 2 soldiers (165 HP), 2 artillery (130 HP) and a lurker (90 HP). 1) No Surprise 2) The players sort their damage order as defender, leader, striker, controller. DM decides that the minions take damage first, then the soldiers, then the artillery, then the luker. 3) Damage: - Defender: 40 - Leader: 35 - Striker: 80x2 - Controller: 30x4 - Minion: 15 - Soldier: 35 - Artillery: 40 - Lurker: 40x2 4-6a) Roll results (sorted): - Striker: 41 (applies damage to first soldier, who has 85 HP left and first artillery, who has 50 HP left) - Minion: 40 (defender has 115 HP left) - Defender: 39 (kills one minion (3 left) and denies lurker's additional effect) - Controller: 39 (kills other 3 minions, first soldier now has 55 HP left, and moves other soldier to bottom of enemy damage list) - Lurker: 39 (leader: 70 HP left and striker: 70 HP left; additional effect removed by defender) - Artillery: 37 (controller has 40 HP left) - Soldier: 36 (defender has 80 HP left) - Minion: 35 (leader has 55 HP left) - Artillery: 34 (striker has 35 HP left) - Soldier: 28 (controller has 5 HP left) - Minion: 28 (defender has 100 HP left) - Minion: 25 (leader has 40 HP left) - Leader: 23 (first artillery now has 15 HP left, no additional effect due to low roll) 7a) Leader heals surge value +20 HP to controller (controller now has 45 HP left) 4-6 b) Roll results (sorted), damage order starts from top of list: - Artillery: 40 (selects striker as target, who is now dying - will not act next round) - Striker: 39 (kills first soldier) - Controller: 38 (kills first artillery, second artillery has 100 HP left, kills lurker, second soldier has 135 HP left, and moves second artillery to bottom of damage list) Since only second soldier and second artillery are left, they flee. I particularly need feedback on the additional effects and need other ways to heal PCs. [/QUOTE]
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