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Vampire's new "three-round combat" rule
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<blockquote data-quote="Gorgon Zee" data-source="post: 7595646" data-attributes="member: 75787"><p>Thinking over the game systems I play regularly, three rounds does seem about right for a combat-heavy game. For a combat light game, one roll (or none, in DramaSystem where typically my players agree who wins combat without rolling ...). </p><p></p><p>In <strong>D&D 4E</strong>, your cool thing takes a round to set up, very often, so you have a set-up round, a cool thing round and a round for your fallback / regular routine. </p><p></p><p>In <strong>13A</strong>, similar, except that characters have varying approaches. My monk, for example, really likes to get to the third round for their finishing move! </p><p></p><p><strong>Deadlands Classic</strong> (pre Savage Worlds) is slow fiddly combat. Three rounds often have characters doing the same sort of thing, but the first round is engagement and often causes much confusion.</p><p></p><p><strong>Fate</strong> -- I'm not honestly sure here. Combat isn't as defined a thing, but when I care about people taking actions in turns, three rounds seems normal before it gets boring.</p><p></p><p>Throwing my memory back, Since Jonathan Tweet is the OP, when I ran <strong>Everyway</strong> combats were typically short -- one or two rounds maybe; four would have meant a major battle or a cascade of activity.</p><p></p><p>So, overall, I think I like the idea of having a default ending mechanism after three rounds, with a caveat that if the players are having fun, it can continue.</p></blockquote><p></p>
[QUOTE="Gorgon Zee, post: 7595646, member: 75787"] Thinking over the game systems I play regularly, three rounds does seem about right for a combat-heavy game. For a combat light game, one roll (or none, in DramaSystem where typically my players agree who wins combat without rolling ...). In [B]D&D 4E[/B], your cool thing takes a round to set up, very often, so you have a set-up round, a cool thing round and a round for your fallback / regular routine. In [B]13A[/B], similar, except that characters have varying approaches. My monk, for example, really likes to get to the third round for their finishing move! [B]Deadlands Classic[/B] (pre Savage Worlds) is slow fiddly combat. Three rounds often have characters doing the same sort of thing, but the first round is engagement and often causes much confusion. [B]Fate[/B] -- I'm not honestly sure here. Combat isn't as defined a thing, but when I care about people taking actions in turns, three rounds seems normal before it gets boring. Throwing my memory back, Since Jonathan Tweet is the OP, when I ran [B]Everyway[/B] combats were typically short -- one or two rounds maybe; four would have meant a major battle or a cascade of activity. So, overall, I think I like the idea of having a default ending mechanism after three rounds, with a caveat that if the players are having fun, it can continue. [/QUOTE]
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