Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*TTRPGs General
D6 Star Wars Adventure, Supplements and Rules
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Water Bob" data-source="post: 6715878" data-attributes="member: 92305"><p>First Edition's combat round is a work of simple art. The GM just asks what everybody is going to do, and then he says what the NPCs are going to attempt to do. There's no initiative throw. It doesn't matter who declares first, because the dice are going to decide the order.</p><p></p><p>GM: Two Stormtroopers burst into the room, blasters held level! What are you going to do????</p><p></p><p>Albert: I'm running for the ship! How long will it take me to get there?</p><p></p><p>GM: If you run, about two rounds, which is 10 seconds. </p><p></p><p>Albert: OK, I'm running!</p><p></p><p>Bob: Not me! I'm going to draw my blaster and blow those Imperials away!</p><p></p><p>Chris: Yeah, that sounds good. I'm taking three shots! Blam! Blam! Blam!</p><p></p><p>GM: OK, the trooper on the left will fire at Albert. Two shots. The trooper on the right will take one shot at Chris.</p><p></p><p></p><p></p><p></p><p></p><p>Now, we all just roll dice. Albert is -1D on this throw, because that's the penalty for running. He throws his DEX -1D. I've got a contest between him and Lefty Trooper. If the trooper beats hiim (trooper rolls Blaster skill at -1D because he's taking two shots), then Albert goes nowhere. He'll be hit, and even if stunned, he loses his actions for the round and is knocked to the ground. That's the least amount of damage he'd take.</p><p></p><p>If Albert wins, then he completes his run for the round. And, if the trooper missed the first time, he's got a second shot at Albert now.</p><p></p><p>Albert can use a Reaction skill, Dodge, to make himself harder to hit, and doing this won't effect Ablert's skill rolls for the round since the character is only attempting one skill check and has already made it.</p><p></p><p></p><p></p><p>Bob is taking just one attack, and he can pick Lefty or Righty. If his blaster roll is higher than the first roll of his target, then Bob could hit the stormtrooper and keep them from doing their intended actions for the round. Bob goes for Lefty in order to protect Albert.</p><p></p><p></p><p></p><p>The same thing for Chris. His first roll at his target (and he'll shoot at Righty), if higher than his target, could stop the trooper's actions that round.</p><p></p><p></p><p></p><p><strong><u>HERE'S HOW IT WORKS OUT</u></strong></p><p></p><p>Lefty Trooper rolls 14 on his shot at Albert.</p><p>Righty Trooper rolls 7 on his shot at Chris.</p><p></p><p>Albert decides to roll Dodge (before he sees the trooper's roll) because he doesn't want to get hit. He rolls a 12, which makes Left's target number a 22. Lefty will miss Albert on the first shot. Albert will complete his run (adding 10 meters to range).</p><p></p><p>Bob fires at Lefty, rolling a 13. Bob hits Lefty AFTER Lefty fires. The trooper is Wounded, and thus is knocked down by the blow. Lefty does not get to attempt his second attack on Albert.</p><p></p><p>Chris rolls a 9 with his first shot at Righty. Chris' shot happens first, but it's a miss. Righty's shot also misses Chris. Chris takes two more shots at Righty. The second one misses, but he rolls well and hits with the third shot. Righty is stunned and falls to the ground.</p><p></p><p>So, we end the round with Bob and Chris in place, and Albert 10 meters away, running towards the ship. The two troopers are on the ground, one with a smoking hole in his armor. But both are still moving and starting to stand up.</p><p></p><p>Round two....</p></blockquote><p></p>
[QUOTE="Water Bob, post: 6715878, member: 92305"] First Edition's combat round is a work of simple art. The GM just asks what everybody is going to do, and then he says what the NPCs are going to attempt to do. There's no initiative throw. It doesn't matter who declares first, because the dice are going to decide the order. GM: Two Stormtroopers burst into the room, blasters held level! What are you going to do???? Albert: I'm running for the ship! How long will it take me to get there? GM: If you run, about two rounds, which is 10 seconds. Albert: OK, I'm running! Bob: Not me! I'm going to draw my blaster and blow those Imperials away! Chris: Yeah, that sounds good. I'm taking three shots! Blam! Blam! Blam! GM: OK, the trooper on the left will fire at Albert. Two shots. The trooper on the right will take one shot at Chris. Now, we all just roll dice. Albert is -1D on this throw, because that's the penalty for running. He throws his DEX -1D. I've got a contest between him and Lefty Trooper. If the trooper beats hiim (trooper rolls Blaster skill at -1D because he's taking two shots), then Albert goes nowhere. He'll be hit, and even if stunned, he loses his actions for the round and is knocked to the ground. That's the least amount of damage he'd take. If Albert wins, then he completes his run for the round. And, if the trooper missed the first time, he's got a second shot at Albert now. Albert can use a Reaction skill, Dodge, to make himself harder to hit, and doing this won't effect Ablert's skill rolls for the round since the character is only attempting one skill check and has already made it. Bob is taking just one attack, and he can pick Lefty or Righty. If his blaster roll is higher than the first roll of his target, then Bob could hit the stormtrooper and keep them from doing their intended actions for the round. Bob goes for Lefty in order to protect Albert. The same thing for Chris. His first roll at his target (and he'll shoot at Righty), if higher than his target, could stop the trooper's actions that round. [b][u]HERE'S HOW IT WORKS OUT[/u][/b] Lefty Trooper rolls 14 on his shot at Albert. Righty Trooper rolls 7 on his shot at Chris. Albert decides to roll Dodge (before he sees the trooper's roll) because he doesn't want to get hit. He rolls a 12, which makes Left's target number a 22. Lefty will miss Albert on the first shot. Albert will complete his run (adding 10 meters to range). Bob fires at Lefty, rolling a 13. Bob hits Lefty AFTER Lefty fires. The trooper is Wounded, and thus is knocked down by the blow. Lefty does not get to attempt his second attack on Albert. Chris rolls a 9 with his first shot at Righty. Chris' shot happens first, but it's a miss. Righty's shot also misses Chris. Chris takes two more shots at Righty. The second one misses, but he rolls well and hits with the third shot. Righty is stunned and falls to the ground. So, we end the round with Bob and Chris in place, and Albert 10 meters away, running towards the ship. The two troopers are on the ground, one with a smoking hole in his armor. But both are still moving and starting to stand up. Round two.... [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
D6 Star Wars Adventure, Supplements and Rules
Top