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<blockquote data-quote="JiffyPopTart" data-source="post: 6096775" data-attributes="member: 4881"><p>From your description we must have played incorrectly (or perhaps from a different edition?) but in a way that made the action flow much better.</p><p></p><p>This is, in detail, the timing of how we did all of our combats....</p><p></p><p>1. Initiative was rolled. I can't recall at this time (we played in the early 90s!) if we did individual initiative or group, but I suspect it was individual. I can't recall what stat we used but I suspect it was Perception. Turn order was set for the rest of the battle based on this initial order.</p><p></p><p>2. At the beginning of each round everyone who wanted to actively defend had to declare they wanted to actively defend. This active defense counted as an one action.</p><p></p><p>If the ONLY action you took was defending (minus a small "free" move like ducking behind a door or diving behind a crate a few feet away) the number you rolled on your defense roll (which was usually dodge but also might have been Brawling Parry or Starship Piloting if in a space battle) was ADDED to the difficulty of the attacks against you.</p><p></p><p>If you wanted to actively defend and take other actions as well you would still roll a defense roll but instead of adding to the base difficulty to hit you, it instead would SUBSTITUTE for the difficulty if it was beneficial to you to do so. You had to figure out how many actions you were going to take on your turn so you could subtract the correct amount of dice.</p><p></p><p>3. Starting at the top of the initiative order and working your way down the list each player and NPC would take their full set of actions.</p><p></p><p>GM: Ok, Luke goes first.</p><p></p><p>Luke: I use my magnetic grapple to climb to the underbelly of the AT/AT#1 (Action 1), slash open the door with my lightsaber (Action 2), toss in a thermal detonator (action 3), free fall back into the snow (GM rules this is a free action but may cause damage), and run like hell away (Action 4). [Rolls: Climb -3D, Lightsaber Combat -3D, Grenades -3D]</p><p></p><p>GM: [after dice are rolled and damage is dealt] OK, it looks like ATAT#1 blew its doors out and is a smoking hulk, but still standing. Wedge you are next.</p><p></p><p>Wedge: I tell my co-pilot to shoot the tow cable at ATAT#2's legs as I fly by.</p><p></p><p>GM: Its a bit away from you still, you have to move to get to it this turn.</p><p></p><p>Wedge: OK, I move up to it (action 1), get my gunner to shoot a cable into its legs (GM rules this as Gunners Action 1), fly around its legs a few times to tie it up (action 2 and 3), release the cable at just the right time (Gunners Action 2) and fly like hell away(action 4). Also I dodged this round (action 5).</p><p></p><p>GM: OK, since you are flying really close to a moving ATAT you are going to have to make rolls for the two circling moves. [Wedge Rolls: Speeder -4D, Speeder -4D (he also already rolled Speeder -4D earlier for his defend roll)] [Janson Rolls: Whatver Skill Harpoon Cable Guns Are -1D]</p><p></p><p>GM: Awesome! Its all tied up. Random Hoth Rebel, you are next.</p><p></p><p>RHR: I shoot ATAT#3 with my big giant laser turret thing. [Rolls: Whatever skill the giant laser turret thing would use]</p><p></p><p>GM: Great! The shot bounces off its armor. Again. That's like the fifth time. You should probably try something else next time. OK, now its the ATAT's turn.</p><p></p><p>GM: OK, ATAT#1 falls over in a smoking pile and [Roll: Survival for those aboard] a few straglers come piling out of the wreckage.</p><p></p><p>GM: ATAT#2 pauses to take a shot at Wedge [Roll: Walker Gunnery or somesuch] and tried to move forward but [Roll: Walker Operations] fails to stay on its feet. Its front comes crashing down into the snow but its not destroyed or anything.</p><p></p><p>GM: ATAT#3 is laying waste to the Rebel trenchs [Roll: Walker Gunnery -3D four times]. RHR, you are dead buddy.</p><p></p><p>GM: OK, thats everyone, who wants to dodge next round?</p><p></p><p></p><p></p><p>4. After every character has had a turn go back to step 2 and repeat until one side is finished.</p><p></p><p>When I played all the time in the early 90s we never used a grid or minis, just imagination. I have since played a reunion game or two that DID use a grid and felt it slowed down the pace of combat with little or no addition of strategy or tactics to trade off.</p></blockquote><p></p>
[QUOTE="JiffyPopTart, post: 6096775, member: 4881"] From your description we must have played incorrectly (or perhaps from a different edition?) but in a way that made the action flow much better. This is, in detail, the timing of how we did all of our combats.... 1. Initiative was rolled. I can't recall at this time (we played in the early 90s!) if we did individual initiative or group, but I suspect it was individual. I can't recall what stat we used but I suspect it was Perception. Turn order was set for the rest of the battle based on this initial order. 2. At the beginning of each round everyone who wanted to actively defend had to declare they wanted to actively defend. This active defense counted as an one action. If the ONLY action you took was defending (minus a small "free" move like ducking behind a door or diving behind a crate a few feet away) the number you rolled on your defense roll (which was usually dodge but also might have been Brawling Parry or Starship Piloting if in a space battle) was ADDED to the difficulty of the attacks against you. If you wanted to actively defend and take other actions as well you would still roll a defense roll but instead of adding to the base difficulty to hit you, it instead would SUBSTITUTE for the difficulty if it was beneficial to you to do so. You had to figure out how many actions you were going to take on your turn so you could subtract the correct amount of dice. 3. Starting at the top of the initiative order and working your way down the list each player and NPC would take their full set of actions. GM: Ok, Luke goes first. Luke: I use my magnetic grapple to climb to the underbelly of the AT/AT#1 (Action 1), slash open the door with my lightsaber (Action 2), toss in a thermal detonator (action 3), free fall back into the snow (GM rules this is a free action but may cause damage), and run like hell away (Action 4). [Rolls: Climb -3D, Lightsaber Combat -3D, Grenades -3D] GM: [after dice are rolled and damage is dealt] OK, it looks like ATAT#1 blew its doors out and is a smoking hulk, but still standing. Wedge you are next. Wedge: I tell my co-pilot to shoot the tow cable at ATAT#2's legs as I fly by. GM: Its a bit away from you still, you have to move to get to it this turn. Wedge: OK, I move up to it (action 1), get my gunner to shoot a cable into its legs (GM rules this as Gunners Action 1), fly around its legs a few times to tie it up (action 2 and 3), release the cable at just the right time (Gunners Action 2) and fly like hell away(action 4). Also I dodged this round (action 5). GM: OK, since you are flying really close to a moving ATAT you are going to have to make rolls for the two circling moves. [Wedge Rolls: Speeder -4D, Speeder -4D (he also already rolled Speeder -4D earlier for his defend roll)] [Janson Rolls: Whatver Skill Harpoon Cable Guns Are -1D] GM: Awesome! Its all tied up. Random Hoth Rebel, you are next. RHR: I shoot ATAT#3 with my big giant laser turret thing. [Rolls: Whatever skill the giant laser turret thing would use] GM: Great! The shot bounces off its armor. Again. That's like the fifth time. You should probably try something else next time. OK, now its the ATAT's turn. GM: OK, ATAT#1 falls over in a smoking pile and [Roll: Survival for those aboard] a few straglers come piling out of the wreckage. GM: ATAT#2 pauses to take a shot at Wedge [Roll: Walker Gunnery or somesuch] and tried to move forward but [Roll: Walker Operations] fails to stay on its feet. Its front comes crashing down into the snow but its not destroyed or anything. GM: ATAT#3 is laying waste to the Rebel trenchs [Roll: Walker Gunnery -3D four times]. RHR, you are dead buddy. GM: OK, thats everyone, who wants to dodge next round? 4. After every character has had a turn go back to step 2 and repeat until one side is finished. When I played all the time in the early 90s we never used a grid or minis, just imagination. I have since played a reunion game or two that DID use a grid and felt it slowed down the pace of combat with little or no addition of strategy or tactics to trade off. [/QUOTE]
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