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General Tabletop Discussion
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Skill Combat - quick combat resolution
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<blockquote data-quote="LostSoul" data-source="post: 5169464" data-attributes="member: 386"><p>I did some thinking thanks to <strong>Saeviomagy's</strong> observations. Here is what I came up with:</p><p></p><ul> <li data-xf-list-type="ul">Step 3. Declare Actions<ul> <li data-xf-list-type="ul"> An action must be clear and describe <em>what the character is doing</em>.</li> <li data-xf-list-type="ul"> You cannot use a statement of an outcome for your action. "I flank him" doesn't cut it, you have to describe <em>how</em> your character flanks the other.</li> </ul></li> <li data-xf-list-type="ul">Step 7. Resolve Actions<ul> <li data-xf-list-type="ul"> Skill checks are resolved in the usual manner</li> <li data-xf-list-type="ul"> If the resolution of one action invalidates an action that has yet to be resolved - that is, the character is physically unable to carry through with their action - the invalid action is lost.</li> </ul></li> </ul><p></p><p>I'm also pretty sure I'm going to add in the "abort your action for total defense" option. That'll work like this:</p><p></p><p style="margin-left: 20px">Once you see the dice rolls, you can decide to give up your stated action and take a completely defensive one. You roll again, and your roll sets the DC for any actions that your action defends against.</p><p></p><p>That'll do two things: It'll keep players from having to worry about taking defensive actions until the dice are rolled - making them more proactive; and it'll allow someone who gets jumped by 4 attacks to get a second chance at life.</p><p></p><p>There's also something else that needs to be added - getting a +2 bonus if your action succeeds and can then be applied to your next related action. I might let it stack. This is the "positioning" benefit - flanking, failing and falling prone, reading your opponent, testing his defenses, etc. I need to think about that some more.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 5169464, member: 386"] I did some thinking thanks to [b]Saeviomagy's[/b] observations. Here is what I came up with: [list][*]Step 3. Declare Actions [list][*] An action must be clear and describe [i]what the character is doing[/i]. [*] You cannot use a statement of an outcome for your action. "I flank him" doesn't cut it, you have to describe [i]how[/i] your character flanks the other.[/list] [*]Step 7. Resolve Actions [list][*] Skill checks are resolved in the usual manner [*] If the resolution of one action invalidates an action that has yet to be resolved - that is, the character is physically unable to carry through with their action - the invalid action is lost.[/list][/list] I'm also pretty sure I'm going to add in the "abort your action for total defense" option. That'll work like this: [indent]Once you see the dice rolls, you can decide to give up your stated action and take a completely defensive one. You roll again, and your roll sets the DC for any actions that your action defends against.[/indent] That'll do two things: It'll keep players from having to worry about taking defensive actions until the dice are rolled - making them more proactive; and it'll allow someone who gets jumped by 4 attacks to get a second chance at life. There's also something else that needs to be added - getting a +2 bonus if your action succeeds and can then be applied to your next related action. I might let it stack. This is the "positioning" benefit - flanking, failing and falling prone, reading your opponent, testing his defenses, etc. I need to think about that some more. [/QUOTE]
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