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Synthicide RPG – vehicle combat rules – feedback?
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<blockquote data-quote="Dustin DePenning" data-source="post: 6560279" data-attributes="member: 6791549"><p>Thanks for the feedback.</p><p></p><p>I went with phases to make sure there is a clean order of events. I liked the idea that each round of battle started with people running away declaring that they have fled, with everyone else taking specific actions to catch up. This also made sure that only people actively pursuing someone had range on them to attack them. It keeps the sequence of actions clean.</p><p></p><p>However, there may be a way to accomplish this without phases. I agree that phases always make things more complex and harder to remember. I'll see if I can work it out.</p><p></p><p>Also, I agree that you can still grid this out. However, this raises a lot of mechanical questions I'd prefer to sidestep. What scale is the map drawn at depending on vehicle size? Do you have to re-draw all the surroundings as people travel? What speed do these vehicles actually move, and how do they interact with the random terrain as it comes?</p><p></p><p>Perhaps there is still a way to draw it out that keeps it abstract – that way there are less rules about the environment and only things that matter narratively are mentioned.</p><p></p><p>Anyway, thanks again for the feedback. It's some stuff to think about. I'll edit the first post later tonight after I think it through.</p></blockquote><p></p>
[QUOTE="Dustin DePenning, post: 6560279, member: 6791549"] Thanks for the feedback. I went with phases to make sure there is a clean order of events. I liked the idea that each round of battle started with people running away declaring that they have fled, with everyone else taking specific actions to catch up. This also made sure that only people actively pursuing someone had range on them to attack them. It keeps the sequence of actions clean. However, there may be a way to accomplish this without phases. I agree that phases always make things more complex and harder to remember. I'll see if I can work it out. Also, I agree that you can still grid this out. However, this raises a lot of mechanical questions I'd prefer to sidestep. What scale is the map drawn at depending on vehicle size? Do you have to re-draw all the surroundings as people travel? What speed do these vehicles actually move, and how do they interact with the random terrain as it comes? Perhaps there is still a way to draw it out that keeps it abstract – that way there are less rules about the environment and only things that matter narratively are mentioned. Anyway, thanks again for the feedback. It's some stuff to think about. I'll edit the first post later tonight after I think it through. [/QUOTE]
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