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Quasi-Playtest: OSR Fighter
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<blockquote data-quote="GMMichael" data-source="post: 8352484" data-attributes="member: 6685730"><p>That's a good reminder; OSR is the goal, here. I'm trying to walk the line, which any interesting OSR should do, of making a game that feels old-school without reproducing the old-school rules verbatim. </p><p></p><p>You'll have to help me though; I don't see any extra rolling. With three actions per round, each character makes only three d20 rolls each round. Of these, movement doesn't often require a roll, and parrying assumes you rolled a 10. So that's one d20 roll in a typical round. Also, damage rolls are limited to a single die, so you won't see 10d6 of anything occurring (although the Magic-User can add a hero point to a damage roll with the right perk, and some spells attack multiple targets at the same time, for one damage die each).</p><p></p><p>Unless...you're concerned about the 10th-level fighter's five actions in a round, and possibly seeing a party of 10th level characters each taking 5 actions in a round, for up to 20 rolls in the round (not including NPCs!). Consider:</p><p></p><ul> <li data-xf-list-type="ul">Movement and parrying generally don't require rolls.</li> <li data-xf-list-type="ul">As I mentioned to Lanefan, these rounds play out quite differently than what you might be used to. Each one feels more like a scene than a combat round.</li> <li data-xf-list-type="ul">Rolls draw rolls. An attack tends to draw a parry, as well as ripostes, and movement. So when one action happens, it's generally in a clump of other actions, which means the PCs aren't stuck making 20 rolls in a monotonous sequence.</li> </ul><p></p><p>If I recall, AD&D2e allowed a character to make her second attack at the end of the initiative order. So if you're right, I could require three different actions of the three standard ones: fight/magic, parry, and move. With additional actions occurring later as a sort of tacked-on round, and allowing a little more flexibility of action type. I don't mind a slow combat round, as long as it's interesting. So if five-actions-each turns out to be awful for the high-level party, I'll know what to do!</p></blockquote><p></p>
[QUOTE="GMMichael, post: 8352484, member: 6685730"] That's a good reminder; OSR is the goal, here. I'm trying to walk the line, which any interesting OSR should do, of making a game that feels old-school without reproducing the old-school rules verbatim. You'll have to help me though; I don't see any extra rolling. With three actions per round, each character makes only three d20 rolls each round. Of these, movement doesn't often require a roll, and parrying assumes you rolled a 10. So that's one d20 roll in a typical round. Also, damage rolls are limited to a single die, so you won't see 10d6 of anything occurring (although the Magic-User can add a hero point to a damage roll with the right perk, and some spells attack multiple targets at the same time, for one damage die each). Unless...you're concerned about the 10th-level fighter's five actions in a round, and possibly seeing a party of 10th level characters each taking 5 actions in a round, for up to 20 rolls in the round (not including NPCs!). Consider: [LIST] [*]Movement and parrying generally don't require rolls. [*]As I mentioned to Lanefan, these rounds play out quite differently than what you might be used to. Each one feels more like a scene than a combat round. [*]Rolls draw rolls. An attack tends to draw a parry, as well as ripostes, and movement. So when one action happens, it's generally in a clump of other actions, which means the PCs aren't stuck making 20 rolls in a monotonous sequence. [/LIST] If I recall, AD&D2e allowed a character to make her second attack at the end of the initiative order. So if you're right, I could require three different actions of the three standard ones: fight/magic, parry, and move. With additional actions occurring later as a sort of tacked-on round, and allowing a little more flexibility of action type. I don't mind a slow combat round, as long as it's interesting. So if five-actions-each turns out to be awful for the high-level party, I'll know what to do! [/QUOTE]
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