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<blockquote data-quote="GMMichael" data-source="post: 6403771" data-attributes="member: 6685730"><p><strong>Forum help!</strong></p><p></p><p>The combat effect I'm going for here is like this:</p><p></p><ul> <li data-xf-list-type="ul">GM or Mapper rolls up the room and its contents.</li> <li data-xf-list-type="ul">All PCs announce their intent, and everyone rolls for one round.</li> <li data-xf-list-type="ul">Damage gets dealt, and non-attack actions get resolved.</li> <li data-xf-list-type="ul">All characters suffer Countdown damage every 10 actions.</li> <li data-xf-list-type="ul">Next round begins.</li> </ul><p></p><p>To speed up combat, I want PCs to be able to make several attacks at one time, which means taking several actions at one time (and several rolls). But some actions need to be resolved with contests (d20 vs. d20 or a static score) - like PCs maneuvering through a swarm without getting swarmed (surrounded), or enemy wizards trying to avoid combat. If these sorts of things happen in the middle of a clump of actions, they can affect the outcomes of the remaining actions. </p><p></p><p>For example, a PC wants to race across a room to get to a teleporter. Depending on the size of the room, he'll need to make some maneuver contests against a swarm of ghosts to do it. If he fails his second maneuver contest miserably, he'll be swarmed, and unable to spend his third action maneuvering. If another PC rolled three attack dice, intending just to shoot for the round, then when his comrade gets stuck on action 2, he might wish that his third action (which he's already rolled) had been to use a potion instead.</p><p><strong><span style="font-size: 12px"></span></strong></p><p><strong><span style="font-size: 12px">How do I include the thrill (?) of a dice pool (multi-action) damage throw with an action-by-action resolution needed for maneuvering and/or tactical positioning?</span></strong></p><p></p><p>TMI: Swarms of monsters are also currently slated to get a cumulative maneuver bonus on each action to simulate the condensation of the swarm.</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6403771, member: 6685730"] [b]Forum help![/b] The combat effect I'm going for here is like this: [LIST] [*]GM or Mapper rolls up the room and its contents. [*]All PCs announce their intent, and everyone rolls for one round. [*]Damage gets dealt, and non-attack actions get resolved. [*]All characters suffer Countdown damage every 10 actions. [*]Next round begins. [/LIST] To speed up combat, I want PCs to be able to make several attacks at one time, which means taking several actions at one time (and several rolls). But some actions need to be resolved with contests (d20 vs. d20 or a static score) - like PCs maneuvering through a swarm without getting swarmed (surrounded), or enemy wizards trying to avoid combat. If these sorts of things happen in the middle of a clump of actions, they can affect the outcomes of the remaining actions. For example, a PC wants to race across a room to get to a teleporter. Depending on the size of the room, he'll need to make some maneuver contests against a swarm of ghosts to do it. If he fails his second maneuver contest miserably, he'll be swarmed, and unable to spend his third action maneuvering. If another PC rolled three attack dice, intending just to shoot for the round, then when his comrade gets stuck on action 2, he might wish that his third action (which he's already rolled) had been to use a potion instead. [b][SIZE=3] How do I include the thrill (?) of a dice pool (multi-action) damage throw with an action-by-action resolution needed for maneuvering and/or tactical positioning?[/SIZE][/b] TMI: Swarms of monsters are also currently slated to get a cumulative maneuver bonus on each action to simulate the condensation of the swarm. [/QUOTE]
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