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Running combat in an online game
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<blockquote data-quote="Mighty Halfling" data-source="post: 1962541" data-attributes="member: 13134"><p><strong>Online Game Mechanic</strong></p><p></p><p>I feel your pain. I ran an online game that died in the MIDDLE of a combat. I specifically think that it died because the combat took so long.</p><p>Needless to say, I spent a little time yesterday trying to figure out how to speed up combat.</p><p>In particular, I thought about how movies and television portray combat. These combats usually only involve one hit, whether it be a knife into the heart, the snap of a neck or single bullet hit. Whether these hits result in death or unconsciousness is unknown.</p><p>This model, I think, could really help an online game zip through combat. Mind you it hasn't been playtested since I thought it up yesterday.</p><p>Here's what I came up with:</p><p></p><p><span style="font-size: 15px">Damage Saves</span></p><p>Once a successful hit is determined, follow this to tabulate the effect.</p><p><strong>The basic formula: </strong> Character Side (1d20 + Effective Character Level + Fortitude Bonus + Wound Modifier) vs. Damage Side (10 + damage inflicted in one hit).</p><p><strong>Results: </strong> If the Character Side total is higher than the Damage Side, then the character continues to act as normal, except a penalty vs. further Damage Saves. If the Damage Side is higher than the Character Side, the character collapses into unconsciousness.</p><p><strong>Wound modifier:</strong> For each successful hit after the first, the character has a -1 to his Character Side total.</p><p><strong>Healing:</strong> An wounded person heals one wound modifier plus his character level per 8 hours of rest.</p><p><strong>Magical healing:</strong> Cure Light Wounds removes one "-1" wound modifier. A Cure Serious Wounds removes two "-1s". A Cure Serious Wounds removes four. A Cure Critical Removes eight.</p><p><strong>Unconsciousness:</strong> Attacking an unconscious person can kill them. To determine whether they are killed, a successful "to hit" roll must be made. Once that's determined, use this formula for damage: Character Side (Effective Character Level + Fortitude Bonus + Wound Modifier) vs. Damage Side (as above). </p><p><strong>Regaining consciousness:</strong> An unconscious person becomes conscious according to this formula: 1 + wound modifier = Number of hours until reviving. </p><p><strong>Experience:</strong> Rendering a person unconscious means they are defeated. Full experience should be awarded.</p><p><strong>Minor Neccesary Adjustments:</strong> Hit Point rolls removed. Magic Missile strikes are counted as one hit. Raging Barbarians can't die if they fall unconscious and their Rage stops. Toughness permanently adds to +3 to Character Side total. (additions welcome.)</p><p></p><p>----</p><p>So essentially what I'm doing is eliminating hit points and providing the chance that a character can knock a person out with one hit.</p><p>Your thoughts?</p></blockquote><p></p>
[QUOTE="Mighty Halfling, post: 1962541, member: 13134"] [b]Online Game Mechanic[/b] I feel your pain. I ran an online game that died in the MIDDLE of a combat. I specifically think that it died because the combat took so long. Needless to say, I spent a little time yesterday trying to figure out how to speed up combat. In particular, I thought about how movies and television portray combat. These combats usually only involve one hit, whether it be a knife into the heart, the snap of a neck or single bullet hit. Whether these hits result in death or unconsciousness is unknown. This model, I think, could really help an online game zip through combat. Mind you it hasn't been playtested since I thought it up yesterday. Here's what I came up with: [SIZE=4]Damage Saves[/SIZE] Once a successful hit is determined, follow this to tabulate the effect. [B]The basic formula: [/B] Character Side (1d20 + Effective Character Level + Fortitude Bonus + Wound Modifier) vs. Damage Side (10 + damage inflicted in one hit). [B]Results: [/B] If the Character Side total is higher than the Damage Side, then the character continues to act as normal, except a penalty vs. further Damage Saves. If the Damage Side is higher than the Character Side, the character collapses into unconsciousness. [B]Wound modifier:[/B] For each successful hit after the first, the character has a -1 to his Character Side total. [B]Healing:[/B] An wounded person heals one wound modifier plus his character level per 8 hours of rest. [B]Magical healing:[/B] Cure Light Wounds removes one "-1" wound modifier. A Cure Serious Wounds removes two "-1s". A Cure Serious Wounds removes four. A Cure Critical Removes eight. [B]Unconsciousness:[/B] Attacking an unconscious person can kill them. To determine whether they are killed, a successful "to hit" roll must be made. Once that's determined, use this formula for damage: Character Side (Effective Character Level + Fortitude Bonus + Wound Modifier) vs. Damage Side (as above). [B]Regaining consciousness:[/B] An unconscious person becomes conscious according to this formula: 1 + wound modifier = Number of hours until reviving. [B]Experience:[/B] Rendering a person unconscious means they are defeated. Full experience should be awarded. [B]Minor Neccesary Adjustments:[/B] Hit Point rolls removed. Magic Missile strikes are counted as one hit. Raging Barbarians can't die if they fall unconscious and their Rage stops. Toughness permanently adds to +3 to Character Side total. (additions welcome.) ---- So essentially what I'm doing is eliminating hit points and providing the chance that a character can knock a person out with one hit. Your thoughts? [/QUOTE]
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