Land of Syrael OOC

ok guys! Im OL right now, just working on school stuffs; soon as I knock that out, ill put in the updated battle sheet and start running combat rounds. nice to be back. :)

ok, the battle sheet is in the battles thread! let me know if any descriptor/position/number is wrong.
 
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I am a bit confused on our "established" standard order of operation when it comes to the combat thread. I am assuming that we are in round five from the number of battle sheets posted. Though with all of the side bar'ing its a bit hard to tell what is and what is not combat related. Are all combat actions being resloved at once or through out the course of the day? And what is the optimal number of rounds people would like to accomplish in any given day?

My sugeestion, and it is purely just a suggestion is if we use a similiar template found in this game. Pool of Radiance: IC - OOC - Gallery - INFO. The threads are pretty self explainitory and are relatively simply to navigate.

Like I said this is just a suggestion and can simply be dimissed.

-Blood
 

its true; i am having difficultly geting those combat rounds to fall together. the primary problem is its a lot of stuff for me to roll, and if i happen to be busy that day, I can't do as much as I would like to.

*reads your thread*

hmm.... interesting concept. tho, you dont link back to the relevantIC post.

Perhaps I will take a similar route. Thanks for the suggestion!

any thoughts on this? it looks like he posts init, and the lets all characters declare intentions, then posts the results in IC. If i were to do that I would let the characters roll their hits+damage via Invisible castle. That 'would' make it easier, i think, so when Im busy i can still get the info posted. we'll finish this combat, and then look at what to do next combat.
 

bloodweaver1 said:
Though with all of the side bar'ing its a bit hard to tell what is and what is not combat related. Are all combat actions being resloved at once or through out the course of the day? And what is the optimal number of rounds people would like to accomplish in any given day?

to answer your questions, the combat is being resolved like in a 'real life' round, where it executes in order of init. What I like about the system is that one player can see the effects of the person beofre them. i.e., the fighter stabs and kills a zombie. the rogue, lower on the inititive, would see that and not try to backstab said (more)dead zombie. with your system, two players could try to attack the same zombie; if the first person kills him, is the second attack wasted? anyways: i like to get two rounds in a day. also something difficult under your (more effiecent) system.

FIanlly, I would like to ask everyone who has posted non-combat talk in the battle thread to go sblock them so it is readable. :P thanks!
 

The only effective way I have seen (and Rhun, please share your exp) is for players to post two possible actions or one action followed by an overall idea that encompases many rounds. That way the GM can and most often will correctly play out the round accordingly. This is helped by the addition of some kind damage descriptor next to each combatant (ie untouched, bruised, hurt, seriously hurt, dying, etc). That way in your example, the rogue would know that the zombie is near death and that the fighter is most likely going to finish it off. So the rogue should focus its efforts else where, say on that lovely flat-footed necro over there in the corner.

Again, this is just my advice you do not have to follow this in no shape or form. There are plenty of other games on this form that have run for many months with a completely different setup.

Also, just wondering but has Heclar had five combat actions? I only count four?

-Blood
 


Bloodweaver1 said:
The only effective way I have seen (and Rhun, please share your exp) is for players to post two possible actions or one action followed by an overall idea that encompases many rounds. That way the GM can and most often will correctly play out the round accordingly. This is helped by the addition of some kind damage descriptor next to each combatant (ie untouched, bruised, hurt, seriously hurt, dying, etc). That way in your example, the rogue would know that the zombie is near death and that the fighter is most likely going to finish it off. So the rogue should focus its efforts else where, say on that lovely flat-footed necro over there in the corner.


I run into the problem of characters stating actions that are no longer applicable all the time...generally, I just change their action myself if they haven't stated alternate actions. I note each PCs hit points at the bottom of each thread, generally highlighted in green (healthy), yellow (wounded from 50-99%) and red (heavily wounded, less then 50% HPs).

Also, after you have DM'd with your players for a while, you will get an idea of their character's combat strategies, which makes it much easier to improvise.
 

hullo, everyone, you might have noticed the inactivity i've been having lately; there has been a lot of work issues including switching jobs and such; I will now usually not be on very long in the mornings. I think im going to have to change the pattern of IC posting so as to be easier to do; and the only direction I can go is less. :( So this is what I'm thinking; an IC post mondays and fridays, with the battle thread being worked on at that time and when I get a chance. as such, i would like to see if we can all phrase our movement actions to be looking 3 turns in advance, and also when you post your actions, make dice rolls to support that (backed up via invisiblecastle) that I will use. that will save lots of time, i think. I will post an example post below.
 


Edit my round 6 action to include the dice rolls from Invisible castle.
Let me know if you need me to do anything else.

-Blood

P.S.-> I think he missed... 16 :(
 

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