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No Combat Rounds?
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<blockquote data-quote="Greenstone.Walker" data-source="post: 7128852" data-attributes="member: 6788312"><p>We did this in AD&D 1E and 2E, as well as Villains & Vigilantes. </p><p></p><p>Players declared an action and rolled to see how long before it happened. If I remember right, we used 1d6, plus weapon speed plus casting time. So, if you declared an attack with a shortsword (say speed factor 2 ) you'd roll, and get say 4, which meant you went on the number 6 from now.</p><p></p><p>The GM would just count 1, 2, 3, 4, 5, .. and so-on. You'd leap in when it was your turn.</p><p></p><p>Effect durations were in multiple's of 10. If spell lasted 6 rounds, it's duration became 60. If the mage finished casting it on number 32, then the spell lasted until number 92.</p><p></p><p>Spell interruption was based on the casting time. If you were hit during those numbers then the spell was interrupted.</p><p></p><p>We stopped using it, for the reason that it made daggers too dangerous. This sort of system means a dagger wielder can get four or five dagger (sf 1) hits in before the two-handed sword (sf 15) gets one hit. Since daggers didn't do 1/5 the damage of a big sword, daggers ruled. It also meant that magic users did nothing but cast magic missile.</p><p></p><p>Originally we subtracted the DEX mod from every roll. That made high-DEX characters way too powerful.</p><p></p><p>One thing we never came up with was a good way to deal with holding actions. We had a few combats where every single person held their action. It led to combats where everyone was just standing around for tens of minutes, just staring at each other, waiting for the other person to make the first move.</p></blockquote><p></p>
[QUOTE="Greenstone.Walker, post: 7128852, member: 6788312"] We did this in AD&D 1E and 2E, as well as Villains & Vigilantes. Players declared an action and rolled to see how long before it happened. If I remember right, we used 1d6, plus weapon speed plus casting time. So, if you declared an attack with a shortsword (say speed factor 2 ) you'd roll, and get say 4, which meant you went on the number 6 from now. The GM would just count 1, 2, 3, 4, 5, .. and so-on. You'd leap in when it was your turn. Effect durations were in multiple's of 10. If spell lasted 6 rounds, it's duration became 60. If the mage finished casting it on number 32, then the spell lasted until number 92. Spell interruption was based on the casting time. If you were hit during those numbers then the spell was interrupted. We stopped using it, for the reason that it made daggers too dangerous. This sort of system means a dagger wielder can get four or five dagger (sf 1) hits in before the two-handed sword (sf 15) gets one hit. Since daggers didn't do 1/5 the damage of a big sword, daggers ruled. It also meant that magic users did nothing but cast magic missile. Originally we subtracted the DEX mod from every roll. That made high-DEX characters way too powerful. One thing we never came up with was a good way to deal with holding actions. We had a few combats where every single person held their action. It led to combats where everyone was just standing around for tens of minutes, just staring at each other, waiting for the other person to make the first move. [/QUOTE]
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