Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Silver Age Sentinels (Tri-Stat) -- and Streamlining Hero
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Dragonblade" data-source="post: 354442" data-attributes="member: 2804"><p>I'm an old Champions fan and I too had a lot of problems with the slowness of combat. I came up with several fixes and house rules over the years.</p><p></p><p>First of all, I have made combat much faster by giving everyone an AC equal to 10+DCV and then the attacker rolls d20+OCV to see if they hit.</p><p></p><p>Because using a d20 results in linear probability instead of a bell curve system, I have found that hits in combat are more common. To remedy this I have given everyone more BODY. I start them off with 20 instead of 10 and also give more STUN. I have halved the cost of STUN.</p><p></p><p>I also have come up with the optional rule of calculating damage. For killing attacks, I just multiply by 3 or 4 for STUN damage. When doing normal damage I have two alternative systems. In one I roll STUN normally and then divide the result by 3 to determine the amount of BODY done by the attack. This works much faster than counting all the dice to see the BODY done.</p><p></p><p>To really speed things up, you can also just roll one die and then multiply it by the number of dice you do. Ex. If you have a 8d6 energy blast you roll 1d6x8 to determine STUN damage. This method has some drawbacks though. Its easier to do max damage and having large defenses or STUN becomes very important. Which means that hits doing less damage don't really hurt you. Thus you have the problem of either taking no damage or being taken out in one hit. So I don't use this method very much.</p><p></p><p>Other ways of speeding up combat include not keeping track of END. Which is not always a very good idea because some high point powers are balanced by the fact that you pay END to use them.</p><p></p><p>If you don't like the SPD chart you can also make SPD somewhat akin to Palladium's attacks per melee system. So you would roll initiative and then taking turns attacking where 1 SPD=1 attack or action. This method also requires some tweaking to make it work and there is the classic Palladium problem of guys with a low number of attacks running out of actions and basically standing still while they get pummelled by characters with more attacks. But its much faster than keeping track of segments and a SPD chart.</p><p></p><p>Any thoughts or criticisms of these ideas?</p></blockquote><p></p>
[QUOTE="Dragonblade, post: 354442, member: 2804"] I'm an old Champions fan and I too had a lot of problems with the slowness of combat. I came up with several fixes and house rules over the years. First of all, I have made combat much faster by giving everyone an AC equal to 10+DCV and then the attacker rolls d20+OCV to see if they hit. Because using a d20 results in linear probability instead of a bell curve system, I have found that hits in combat are more common. To remedy this I have given everyone more BODY. I start them off with 20 instead of 10 and also give more STUN. I have halved the cost of STUN. I also have come up with the optional rule of calculating damage. For killing attacks, I just multiply by 3 or 4 for STUN damage. When doing normal damage I have two alternative systems. In one I roll STUN normally and then divide the result by 3 to determine the amount of BODY done by the attack. This works much faster than counting all the dice to see the BODY done. To really speed things up, you can also just roll one die and then multiply it by the number of dice you do. Ex. If you have a 8d6 energy blast you roll 1d6x8 to determine STUN damage. This method has some drawbacks though. Its easier to do max damage and having large defenses or STUN becomes very important. Which means that hits doing less damage don't really hurt you. Thus you have the problem of either taking no damage or being taken out in one hit. So I don't use this method very much. Other ways of speeding up combat include not keeping track of END. Which is not always a very good idea because some high point powers are balanced by the fact that you pay END to use them. If you don't like the SPD chart you can also make SPD somewhat akin to Palladium's attacks per melee system. So you would roll initiative and then taking turns attacking where 1 SPD=1 attack or action. This method also requires some tweaking to make it work and there is the classic Palladium problem of guys with a low number of attacks running out of actions and basically standing still while they get pummelled by characters with more attacks. But its much faster than keeping track of segments and a SPD chart. Any thoughts or criticisms of these ideas? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Silver Age Sentinels (Tri-Stat) -- and Streamlining Hero
Top