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General Tabletop Discussion
*TTRPGs General
TTRPGs with simultaneous instead of turn-based combat
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<blockquote data-quote="aramis erak" data-source="post: 9079830" data-attributes="member: 6779310"><p>Tunnels and Trolls has a multi step turn...</p><p>step 1 is only for surprise rounds.</p><p>step 2 Magic phase, simultaneous. Written suggested for avoiding "Me, Too"</p><p>Step 3 Missiles</p><p>Step 4 pick your battles (often overlooked and mistakenly turning the whole battle into one big melee)</p><p>Step 5</p><p>5 a dice for magic (if needed)</p><p>5 b Dice for missile fire</p><p>5 c Dice for melee(s)</p><p>6 total the score for each melee (including attack magic or missiles targeted at individuals; higher does difference to lower.</p><p>7 share out the damage in each melee - evenly. </p><p>8 Figure effects of hits (in other words, apply armor and protective magics)</p><p>9 Figure poison effects</p><p>10 directed damage effects of missiles and magic</p><p>11 changes in Con and Str now apply</p><p></p><p>Stunting is usually declared before magic and resolved before magic.</p><p>Ken St. Andre often lets stunts affect shares of damage, do directed damage with melee, pull dirty tricks to reduce the opponent's rolls...</p><p>It has no initiative since none is needed. Each phase is simultaneous.</p><p>No individual turns within the round.</p><p></p><p>In practice, it's simpler</p><p>1 Declare stunts</p><p>2 Declare spells</p><p>3 Declare missiles</p><p>4 Declare melees</p><p>5 Roll it in any sensible order, total up the Magic and Melee damages (missiles don't count for combat total, and are rather potent).</p><p>6 do the math and mark it.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 9079830, member: 6779310"] Tunnels and Trolls has a multi step turn... step 1 is only for surprise rounds. step 2 Magic phase, simultaneous. Written suggested for avoiding "Me, Too" Step 3 Missiles Step 4 pick your battles (often overlooked and mistakenly turning the whole battle into one big melee) Step 5 5 a dice for magic (if needed) 5 b Dice for missile fire 5 c Dice for melee(s) 6 total the score for each melee (including attack magic or missiles targeted at individuals; higher does difference to lower. 7 share out the damage in each melee - evenly. 8 Figure effects of hits (in other words, apply armor and protective magics) 9 Figure poison effects 10 directed damage effects of missiles and magic 11 changes in Con and Str now apply Stunting is usually declared before magic and resolved before magic. Ken St. Andre often lets stunts affect shares of damage, do directed damage with melee, pull dirty tricks to reduce the opponent's rolls... It has no initiative since none is needed. Each phase is simultaneous. No individual turns within the round. In practice, it's simpler 1 Declare stunts 2 Declare spells 3 Declare missiles 4 Declare melees 5 Roll it in any sensible order, total up the Magic and Melee damages (missiles don't count for combat total, and are rather potent). 6 do the math and mark it. [/QUOTE]
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