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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
How do I make combat fun with minimal complexity?
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="garrowolf" data-source="post: 6342322" data-attributes="member: 31900"><p>"This is a lot like the style of play I favor. However, I don't see any specific way to prevent the sort of "I attack, she attacks, you attack, she attacks" pacing that most rpgs fall into. Would you consider this not much of an issue, or is there a way of solving it?"</p><p></p><p>Also, in your games, is there any advantage to be gained by trying one thing rather than another? Moving around behind an enemy vs. standing still and waiting for an enemy to approach; matching your weapon to your friends vs. selecting a different one that serves an alternate function? Going for a quick kill or fighting defensively to tire out the enemy? Is it effective to concentrate attacks on a stronger enemy or a weaker one? What kinds of design features give players an incentive to try one thing rather than another? "</p><p></p><p>Nexus D20 is different in that it uses a wound system. This changes the dynamics because you can die in one hit if you are stupid. It reflects actual combat much better and prevents people from standing up and shooting each other. Taking a wound gives you a penalty to all actions so you have a harder time doing anything after getting hit. </p><p></p><p>It also has a cascading defense rule. Each attack after the first one lowers your defense by 1. So you can overwhelm someone. This cascading is limited to 10 or 10 + your cover bonus. This makes cover extremely important and it causes players to act more logically. The only concession is that I don't make the wound penalties go to defense so it becomes a death spiral. </p><p></p><p>Different weapons have different ranges. These aren't the usual range increments rules. </p><p></p><p> </p><p></p><p> [TABLE="width: 690"] [TR] [TD="width: 101"] [FONT=Verdana, sans-serif]<span style="font-size: 9px"><strong>Range (Penalty)</strong></span>[/FONT]</p><p> [/TD] [TD="width: 82"] [FONT=Verdana, sans-serif]<span style="font-size: 9px"><strong>Distance</strong></span>[/FONT]</p><p> [/TD] [TD="width: 288"] [FONT=Verdana, sans-serif]<span style="font-size: 9px"><strong>Weapon types</strong></span>[/FONT]</p><p> [/TD] [TD="width: 187"] [FONT=Verdana, sans-serif]<span style="font-size: 9px"><strong>Examples</strong></span>[/FONT]</p><p> [/TD] [/TR] [TR] [TD="width: 101"] [FONT=Verdana, sans-serif]<span style="font-size: 9px">Close Quarters</span>[/FONT]</p><p> [/TD] [TD="width: 82"] [FONT=Verdana, sans-serif]<span style="font-size: 9px">30ft./10m</span>[/FONT]</p><p> [/TD] [TD="width: 288"] [FONT=Verdana, sans-serif]<span style="font-size: 9px">Melee, Pistols, Shotguns, SMG, Throwing Knives</span>[/FONT]</p><p> [/TD] [TD="width: 187"] [FONT=Verdana, sans-serif]<span style="font-size: 9px">Inside a room.</span>[/FONT]</p><p> [/TD] [/TR] [TR] [TD="width: 101"] [FONT=Verdana, sans-serif]<span style="font-size: 9px">Short (-5)</span>[/FONT]</p><p> [/TD] [TD="width: 82"] [FONT=Verdana, sans-serif]<span style="font-size: 9px">120ft./40m</span>[/FONT]</p><p> [/TD] [TD="width: 288"] [FONT=Verdana, sans-serif]<span style="font-size: 9px">Pistols, Shotguns, SMG, Assault Rifles, Javelin, Bow</span>[/FONT]</p><p> [/TD] [TD="width: 187"] [FONT=Verdana, sans-serif]<span style="font-size: 9px">Across the street ranges</span>[/FONT]</p><p> [/TD] [/TR] [TR] [TD="width: 101"] [FONT=Verdana, sans-serif]<span style="font-size: 9px">Medium (-10)</span>[/FONT]</p><p> [/TD] [TD="width: 82"] [FONT=Verdana, sans-serif]<span style="font-size: 9px">240ft./80m</span>[/FONT]</p><p> [/TD] [TD="width: 288"] [FONT=Verdana, sans-serif]<span style="font-size: 9px">SMG, Assault Rifles, Bow, Rifle</span>[/FONT]</p><p> [/TD] [TD="width: 187"] [FONT=Verdana, sans-serif]<span style="font-size: 9px">Down the street a few city blocks</span>[/FONT]</p><p> [/TD] [/TR] [TR] [TD="width: 101"] [FONT=Verdana, sans-serif]<span style="font-size: 9px">Longbow (-15)</span>[/FONT]</p><p> [/TD] [TD="width: 82"] [FONT=Verdana, sans-serif]<span style="font-size: 9px">540ft./180m</span>[/FONT]</p><p> [/TD] [TD="width: 288"] [FONT=Verdana, sans-serif]<span style="font-size: 9px">Assault Rifles, SAWs, Rifles, Longbow</span>[/FONT]</p><p> [/TD] [TD="width: 187"] [FONT=Verdana, sans-serif]<span style="font-size: 9px">Across a field</span>[/FONT]</p><p> [/TD] [/TR] [TR] [TD="width: 101"] [FONT=Verdana, sans-serif]<span style="font-size: 9px">Long (-20)</span>[/FONT]</p><p> [/TD] [TD="width: 82"] [FONT=Verdana, sans-serif]<span style="font-size: 9px">1050ft./350m</span>[/FONT]</p><p> [/TD] [TD="width: 288"] [FONT=Verdana, sans-serif]<span style="font-size: 9px">Assault Rifles, SAWs, Sniper Rifles</span>[/FONT]</p><p> [/TD] [TD="width: 187"] [FONT=Verdana, sans-serif]<span style="font-size: 9px">Across downtown</span>[/FONT]</p><p> [/TD] [/TR] [TR] [TD="width: 101"] [FONT=Verdana, sans-serif]<span style="font-size: 9px">Extreme (-30)</span>[/FONT]</p><p> [/TD] [TD="width: 82"] [FONT=Verdana, sans-serif]<span style="font-size: 9px">2400ft./800m</span>[/FONT]</p><p> [/TD] [TD="width: 288"] [FONT=Verdana, sans-serif]<span style="font-size: 9px">Sniper Rifles</span>[/FONT]</p><p> [/TD] [TD="width: 187"] [FONT=Verdana, sans-serif]<span style="font-size: 9px">One end of a small city to another</span>[/FONT]</p><p> [/TD] [/TR] [/TABLE] </p><p>So instead of saying that you are targeting something at 5 range increments you just say that you are trying to hit something at short range with a pistol. You can only hit something at medium range if you are a Master with a pistol. You can shoot at things at any range but the chances of hitting are outside of any real realm of probability. </p><p></p><p>If you attack something that is designed for long range at short range, such as a SAW, you take a penalty. </p><p></p><p>All of this makes it much quicker to do an attack.</p></blockquote><p></p>
[QUOTE="garrowolf, post: 6342322, member: 31900"] "This is a lot like the style of play I favor. However, I don't see any specific way to prevent the sort of "I attack, she attacks, you attack, she attacks" pacing that most rpgs fall into. Would you consider this not much of an issue, or is there a way of solving it?" Also, in your games, is there any advantage to be gained by trying one thing rather than another? Moving around behind an enemy vs. standing still and waiting for an enemy to approach; matching your weapon to your friends vs. selecting a different one that serves an alternate function? Going for a quick kill or fighting defensively to tire out the enemy? Is it effective to concentrate attacks on a stronger enemy or a weaker one? What kinds of design features give players an incentive to try one thing rather than another? " Nexus D20 is different in that it uses a wound system. This changes the dynamics because you can die in one hit if you are stupid. It reflects actual combat much better and prevents people from standing up and shooting each other. Taking a wound gives you a penalty to all actions so you have a harder time doing anything after getting hit. It also has a cascading defense rule. Each attack after the first one lowers your defense by 1. So you can overwhelm someone. This cascading is limited to 10 or 10 + your cover bonus. This makes cover extremely important and it causes players to act more logically. The only concession is that I don't make the wound penalties go to defense so it becomes a death spiral. Different weapons have different ranges. These aren't the usual range increments rules. [TABLE="width: 690"] [TR] [TD="width: 101"] [FONT=Verdana, sans-serif][SIZE=1][B]Range (Penalty)[/B][/SIZE][/FONT] [/TD] [TD="width: 82"] [FONT=Verdana, sans-serif][SIZE=1][B]Distance[/B][/SIZE][/FONT] [/TD] [TD="width: 288"] [FONT=Verdana, sans-serif][SIZE=1][B]Weapon types[/B][/SIZE][/FONT] [/TD] [TD="width: 187"] [FONT=Verdana, sans-serif][SIZE=1][B]Examples[/B][/SIZE][/FONT] [/TD] [/TR] [TR] [TD="width: 101"] [FONT=Verdana, sans-serif][SIZE=1]Close Quarters[/SIZE][/FONT] [/TD] [TD="width: 82"] [FONT=Verdana, sans-serif][SIZE=1]30ft./10m[/SIZE][/FONT] [/TD] [TD="width: 288"] [FONT=Verdana, sans-serif][SIZE=1]Melee, Pistols, Shotguns, SMG, Throwing Knives[/SIZE][/FONT] [/TD] [TD="width: 187"] [FONT=Verdana, sans-serif][SIZE=1]Inside a room.[/SIZE][/FONT] [/TD] [/TR] [TR] [TD="width: 101"] [FONT=Verdana, sans-serif][SIZE=1]Short (-5)[/SIZE][/FONT] [/TD] [TD="width: 82"] [FONT=Verdana, sans-serif][SIZE=1]120ft./40m[/SIZE][/FONT] [/TD] [TD="width: 288"] [FONT=Verdana, sans-serif][SIZE=1]Pistols, Shotguns, SMG, Assault Rifles, Javelin, Bow[/SIZE][/FONT] [/TD] [TD="width: 187"] [FONT=Verdana, sans-serif][SIZE=1]Across the street ranges[/SIZE][/FONT] [/TD] [/TR] [TR] [TD="width: 101"] [FONT=Verdana, sans-serif][SIZE=1]Medium (-10)[/SIZE][/FONT] [/TD] [TD="width: 82"] [FONT=Verdana, sans-serif][SIZE=1]240ft./80m[/SIZE][/FONT] [/TD] [TD="width: 288"] [FONT=Verdana, sans-serif][SIZE=1]SMG, Assault Rifles, Bow, Rifle[/SIZE][/FONT] [/TD] [TD="width: 187"] [FONT=Verdana, sans-serif][SIZE=1]Down the street a few city blocks[/SIZE][/FONT] [/TD] [/TR] [TR] [TD="width: 101"] [FONT=Verdana, sans-serif][SIZE=1]Longbow (-15)[/SIZE][/FONT] [/TD] [TD="width: 82"] [FONT=Verdana, sans-serif][SIZE=1]540ft./180m[/SIZE][/FONT] [/TD] [TD="width: 288"] [FONT=Verdana, sans-serif][SIZE=1]Assault Rifles, SAWs, Rifles, Longbow[/SIZE][/FONT] [/TD] [TD="width: 187"] [FONT=Verdana, sans-serif][SIZE=1]Across a field[/SIZE][/FONT] [/TD] [/TR] [TR] [TD="width: 101"] [FONT=Verdana, sans-serif][SIZE=1]Long (-20)[/SIZE][/FONT] [/TD] [TD="width: 82"] [FONT=Verdana, sans-serif][SIZE=1]1050ft./350m[/SIZE][/FONT] [/TD] [TD="width: 288"] [FONT=Verdana, sans-serif][SIZE=1]Assault Rifles, SAWs, Sniper Rifles[/SIZE][/FONT] [/TD] [TD="width: 187"] [FONT=Verdana, sans-serif][SIZE=1]Across downtown[/SIZE][/FONT] [/TD] [/TR] [TR] [TD="width: 101"] [FONT=Verdana, sans-serif][SIZE=1]Extreme (-30)[/SIZE][/FONT] [/TD] [TD="width: 82"] [FONT=Verdana, sans-serif][SIZE=1]2400ft./800m[/SIZE][/FONT] [/TD] [TD="width: 288"] [FONT=Verdana, sans-serif][SIZE=1]Sniper Rifles[/SIZE][/FONT] [/TD] [TD="width: 187"] [FONT=Verdana, sans-serif][SIZE=1]One end of a small city to another[/SIZE][/FONT] [/TD] [/TR] [/TABLE] So instead of saying that you are targeting something at 5 range increments you just say that you are trying to hit something at short range with a pistol. You can only hit something at medium range if you are a Master with a pistol. You can shoot at things at any range but the chances of hitting are outside of any real realm of probability. If you attack something that is designed for long range at short range, such as a SAW, you take a penalty. All of this makes it much quicker to do an attack. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
How do I make combat fun with minimal complexity?
Top