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Modos RPG: Third Playtest, v.1.30
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<blockquote data-quote="GMMichael" data-source="post: 6545802" data-attributes="member: 6685730"><p>Some observations from a recent game:</p><p></p><ul> <li data-xf-list-type="ul">It's a new experience for players to be able to act whenever they want during combat. Thoughts occurring to the players, that are otherwise commonplace in real life, are that they have a choice between defending and attacking, and that attacking can leave them open to attacks.</li> <li data-xf-list-type="ul">When lots of characters act at the same time, it can get a little chaotic. I came up with the solution that each action by the initiating character needs an announcement, and after that announcement is when you choose to respond or pass. Then instead of rolling in order of announcement, the GM takes each action in initiative order, initiating character first. That way, he can acknowledge each action and resolve it at the same time. </li> <li data-xf-list-type="ul">Armored characters are hard to hurt! But this is true-to-life as well, and goes faster by taking half on the armored character's protection rolls. The GM can add some drama by rolling protection (instead of taking half) whenever the player gets a high damage roll, to increase the odds that the PC deals a significant amount of damage.</li> <li data-xf-list-type="ul">Another new player thought is that "damage" doesn't mean getting hit. Taking damage only means you're getting closer to losing the fight. If the player wants to roleplay that as a hit, he's welcome to it and could be rewarded as well.</li> </ul><p></p><p>The rules are posted, number under 100, and take up about six pages of the 1.31 rulebook. You can find them, sorted into modules, here:</p><p><a href="https://modos-rpg.obsidianportal.com/wikis/rules-catalog" target="_blank">https://modos-rpg.obsidianportal.com/wikis/rules-catalog</a></p><p></p><p>Happy gaming!</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6545802, member: 6685730"] Some observations from a recent game: [LIST] [*]It's a new experience for players to be able to act whenever they want during combat. Thoughts occurring to the players, that are otherwise commonplace in real life, are that they have a choice between defending and attacking, and that attacking can leave them open to attacks. [*]When lots of characters act at the same time, it can get a little chaotic. I came up with the solution that each action by the initiating character needs an announcement, and after that announcement is when you choose to respond or pass. Then instead of rolling in order of announcement, the GM takes each action in initiative order, initiating character first. That way, he can acknowledge each action and resolve it at the same time. [*]Armored characters are hard to hurt! But this is true-to-life as well, and goes faster by taking half on the armored character's protection rolls. The GM can add some drama by rolling protection (instead of taking half) whenever the player gets a high damage roll, to increase the odds that the PC deals a significant amount of damage. [*]Another new player thought is that "damage" doesn't mean getting hit. Taking damage only means you're getting closer to losing the fight. If the player wants to roleplay that as a hit, he's welcome to it and could be rewarded as well. [/LIST] The rules are posted, number under 100, and take up about six pages of the 1.31 rulebook. You can find them, sorted into modules, here: [url]https://modos-rpg.obsidianportal.com/wikis/rules-catalog[/url] Happy gaming! [/QUOTE]
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