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General Tabletop Discussion
EN Publishing
Variable actions per round system and question about DEFENSE/MENTAL DEFENSE
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<blockquote data-quote="lichmaster" data-source="post: 6297500" data-attributes="member: 6683330"><p>Hi all,</p><p></p><p>A thing I really liked in a few other games is the possibility of cinematically describing many actions to be performed in the same round, like this:</p><p></p><p>- each character can basically perform 2 actions (two moves, two attacks or one and one, or cast a spell)</p><p>- for each action he takes after these two, he has a cumulative 1 die penalty to each of his rolls until his next round</p><p></p><p>So if a character decides to move close to a wagon, fire an arrow and then take cover (3 actions), he could move and fire the arrow with no problems, but as he is also taking cover, each action/reaction he'll have to make until his next turn will be made with 1 die penalty. The same would be if he was covering, stood up to fire and then covered again.</p><p>If instead he moved, fired 2 arrows and than took cover it would have fired the first arrow with no problem, but would have taken a 1 die penalty to the second one and have a 2 die penalty to every other action/reaction until the next round due to the 4th action (cover)</p><p></p><p>As for the question: is there a precise reason for you setting DEFENCE and MENTAL DEFENCE to be different than other benchmarks? I mean, why didn't let these static values to be simply 3 times AGI or WILL score?</p><p>That way, a STR 4 char (3 dice) fighting an AGI 4 (= DEF 12) char will hit it almost 50% of the time...</p><p>As a side note, what about simply rolling for DEFENCE as your AGI score would determine for each attack (thus, using the above mentioned system, a reckless charge followed by 2 attacks will automatically leave you much more vulnerable, rolling 2 dice less for DEFENCE or giving you a flat -6 penalty) ? Maybe it could slow the pace a bit, but I think it would allow for much more variability...</p><p></p><p>IMO this kind of systems allow for very dynamic combat sequences, and very dynamic action scenes too...</p><p></p><p>What do you think?</p></blockquote><p></p>
[QUOTE="lichmaster, post: 6297500, member: 6683330"] Hi all, A thing I really liked in a few other games is the possibility of cinematically describing many actions to be performed in the same round, like this: - each character can basically perform 2 actions (two moves, two attacks or one and one, or cast a spell) - for each action he takes after these two, he has a cumulative 1 die penalty to each of his rolls until his next round So if a character decides to move close to a wagon, fire an arrow and then take cover (3 actions), he could move and fire the arrow with no problems, but as he is also taking cover, each action/reaction he'll have to make until his next turn will be made with 1 die penalty. The same would be if he was covering, stood up to fire and then covered again. If instead he moved, fired 2 arrows and than took cover it would have fired the first arrow with no problem, but would have taken a 1 die penalty to the second one and have a 2 die penalty to every other action/reaction until the next round due to the 4th action (cover) As for the question: is there a precise reason for you setting DEFENCE and MENTAL DEFENCE to be different than other benchmarks? I mean, why didn't let these static values to be simply 3 times AGI or WILL score? That way, a STR 4 char (3 dice) fighting an AGI 4 (= DEF 12) char will hit it almost 50% of the time... As a side note, what about simply rolling for DEFENCE as your AGI score would determine for each attack (thus, using the above mentioned system, a reckless charge followed by 2 attacks will automatically leave you much more vulnerable, rolling 2 dice less for DEFENCE or giving you a flat -6 penalty) ? Maybe it could slow the pace a bit, but I think it would allow for much more variability... IMO this kind of systems allow for very dynamic combat sequences, and very dynamic action scenes too... What do you think? [/QUOTE]
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