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Quick Out-of-Play Combat Resolution Needed
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<blockquote data-quote="howandwhy99" data-source="post: 3245536" data-attributes="member: 3192"><p>I don't have PHB2. How do affiliations work? I imagine they are just like "contacts" for the PCs or "team bonuses" like those in DMG2, only for membership to a guild or another organization.</p><p></p><p>The piratecat rule is a good one to go by and definitely brings the fun. The reason I posted is find a means to reward the players' decisions with appropriate consequences. However, I still want to allow chance to effect the results. In example 1: if the PC/Players send out a light, fast strike force of ranged attackers with orders not to close, but also not to let any orc live, then tracking in snow and speed and encounter distances in wooded hills will alter the outcome. Of course, so may other events if an orc gets away and alerts another orc raiding party who then attack the strike force. </p><p></p><p>By basing quick resolution rolls on factors the players take into account (or don't take into account) I feel I'm better serving their efforts to win. It's less cinematic, true, but rewards good play.</p><p></p><p></p><p><u>S'mon</u> - that d6 system sounds awesome. Thanks! Is there anyway to add a bit more granularity to it? I suppose a d12 +/-2 per EL system works just a well. </p><p></p><p>Quick mass combat resoluton, like old D&D Warmachine or Cry Havoc, is already covered for me. The systems above do require some construction beforehand and are a bit less useful on-the-fly. They're still great foundations though. I'm developing my own, but for anyone who DMs with a computer: try the Farland system. It works well for very speedy mass combat when playing out the results isn't desired.</p><p></p><p></p><p>Thanks for bumping Olgar.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 3245536, member: 3192"] I don't have PHB2. How do affiliations work? I imagine they are just like "contacts" for the PCs or "team bonuses" like those in DMG2, only for membership to a guild or another organization. The piratecat rule is a good one to go by and definitely brings the fun. The reason I posted is find a means to reward the players' decisions with appropriate consequences. However, I still want to allow chance to effect the results. In example 1: if the PC/Players send out a light, fast strike force of ranged attackers with orders not to close, but also not to let any orc live, then tracking in snow and speed and encounter distances in wooded hills will alter the outcome. Of course, so may other events if an orc gets away and alerts another orc raiding party who then attack the strike force. By basing quick resolution rolls on factors the players take into account (or don't take into account) I feel I'm better serving their efforts to win. It's less cinematic, true, but rewards good play. [u]S'mon[/u] - that d6 system sounds awesome. Thanks! Is there anyway to add a bit more granularity to it? I suppose a d12 +/-2 per EL system works just a well. Quick mass combat resoluton, like old D&D Warmachine or Cry Havoc, is already covered for me. The systems above do require some construction beforehand and are a bit less useful on-the-fly. They're still great foundations though. I'm developing my own, but for anyone who DMs with a computer: try the Farland system. It works well for very speedy mass combat when playing out the results isn't desired. Thanks for bumping Olgar. [/QUOTE]
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