Wanted: Fast d20 combat rules

Gundark

Explorer
I am looking for faster combat rules. Rules that are less paper work intensive. We tried savage worlds and while that was what I wanted for quickness and light paperwork, characters IMO ended up being kinda "cookie cutter". Our group liked the detail that d20 gives to characters, but liked the quick combats of SW. We looked at damage saves from Arcana Unearthed, but thought that it won't really save time since you have to divide the damage and then add 15...etc. Anyone help out? Any no hitpoint rules out there that are decent? I havn't seen the damage saves in action, so if anyone could give input about that.
 

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I'm intrigued by this thread. I've felt bogged down by d20 preparation and combat. Luckily, my group is really enjoying Savage Worlds for the moment. But, I'm not prepared to write off D&D completely yet, so I bought Unearhed Arcana today to look at the options therein. I'm willing to try those damage saves to see if they work to make combat quicker and more risky. I'm also toying with the idea of exploding damage dice.

Now, if I could just figure a way to reduce the magic in the game...
 

scourger said:
I'm intrigued by this thread. I've felt bogged down by d20 preparation and combat. Luckily, my group is really enjoying Savage Worlds for the moment. But, I'm not prepared to write off D&D completely yet, so I bought Unearhed Arcana today to look at the options therein. I'm willing to try those damage saves to see if they work to make combat quicker and more risky. I'm also toying with the idea of exploding damage dice.

Now, if I could just figure a way to reduce the magic in the game...
Well if you're wanting to have a d20 alternative to Savage Worlds (a nice system IMHO) and you want tweakable magic levels then True 20 looks like your gig.

There are equipment/weapon/armor lists, so one can skip converting the basics for fantasy and modern games in addition to suggestions on how to adjust the game's fatigue system for supernatural powers (magic/psionics).

e.g., the system is set up for a Will check that increasing as one keeps casting (or manifesting) powers within an hour. Want to make magic rare? The book suggests an increasing Fort save throughout the day instead.
 

scourger said:
so I bought Unearhed Arcana today to look at the options therein. I'm willing to try those damage saves to see if they work to make combat quicker and more risky.

I would suggest figuring out the damage saves before the session. Use the average damage of the weapon/effect rather than having the players roll on the spot...if you have them roll on the spot it'll be no faster than HP. Sorry if this post doesn't make sense...I'm tired.
 

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