[net.games.frp] combat rounds

req@warwick.UUCP (Russell Quin) (08/09/85)

In article <1899@hcrvax.UUCP> jims@hcrvax.UUCP (Jim Sullivan) writes:
>> Tying someone up in one round is o.k. if you go by the AD&D
>> combat round, which is 1 minute long.  [...]
>Agreed, I find it difficult to believe that a fighter can only swing once
>in one minute !
To be fair, the DMG s quite clear on this point (although perhaps not VERY
clear :-] ) :- a combat round lasts a minute, during which time many blows will
have been struck.  The assumption is that only one of these is serious enough
to be worth considering.

>What I've always done is maintained a two-tier system.
>During regular play, a round is a minute, but during melee, things speed
>up a bit.  This makes battle more realistic, and since my players know
>that I treat time this way, I don't get any wild statements about attempting
>strange feats during melee ("well, I have the time")
>Jim Sullivan

I think that perhaps this is most worthwhile when based on a clear
understanding of what already exists.  [no offence is meant here; this isn't a
flame]
Many people change to a "blow-by-blow" combat system, but keep the assumption
that it always takes the same amount of time to get a blow in.  Even AD&D has
weapon speed factors.....  using (say) a 10 second round & dealing with one
blow/feint/parry/thrust/riposte/action per Person per round means that Time is
quantified in 10sec intervals, so that in the same time that Coke'un has swung
his mighty Classic Axe, I have kicked him exactly 3.0 times with my foot.  Or
whatever.
Now, it's very difficult to run a combat where individuals have `rounds' of
differing lengths...  I certainly don't know if I could cope... but I thought
that I'd point out that the whole concept of `round' is a little forced.
Although that's not to say that it isn't useful.

How many kicks do I get in with my bare left foot while Mhvrik is binding the
arms of a wounded Droopian warrior?  Two and a half?  Is it a function of my
Quickness/Lissomeness/Agility/leg-length/mass/strength?  At any rate it
certainly sounds an individual thing...  (If my victim is wearing armour, I
accede that I only make one attempt (at most)!).
Hmph, sometimes game design is complex.
Those are the easy days.

		- Russell
-- 
		... mcvax!ukc!warwick!req  (req@warwick.UUCP)
"How beautiful are the socks of them that preach the gospel of peace..."

hutch@shark.UUCP (Stephen Hutchison) (08/19/85)

In article <281@snow.warwick.UUCP> req@warwick.UUCP (Russell Quin) writes:
>Now, it's very difficult to run a combat where individuals have `rounds' of
>differing lengths...  I certainly don't know if I could cope... but I thought
>that I'd point out that the whole concept of `round' is a little forced.
>Although that's not to say that it isn't useful.

Well, actually, that might be a problem.  However, the view of the problem
is incomplete.  What you actually have is a process, which statistically
you know takes n ticks of some standard clock.  If you set up a chart or
schedule marked off in that tick increment, for each process, you can
compare them and determine just who gets to do what when.

>How many kicks do I get in with my bare left foot while Mhvrik is binding the
>arms of a wounded Droopian warrior?  Two and a half?  Is it a function of my
>Quickness/Lissomeness/Agility/leg-length/mass/strength?  At any rate it
>certainly sounds an individual thing...  (If my victim is wearing armour, I
>accede that I only make one attempt (at most)!).
>Hmph, sometimes game design is complex.
>Those are the easy days.
>
>		- Russell
>-- 
>		... mcvax!ukc!warwick!req  (req@warwick.UUCP)
>"How beautiful are the socks of them that preach the gospel of peace..."

Actually, this is a function of weapon speed and level.  Each weapon has
a speed, each fighter has a speed multiplier.  Simple.  (Well, it wasn't
all that hard to figure out how to do it.  Getting the numbers to work was
a little harder.)

Hutch

jagardner@watmath.UUCP (Jim Gardner) (08/20/85)

In article <281@snow.warwick.UUCP> req@warwick.UUCP (Russell Quin) writes:
>Now, it's very difficult to run a combat where individuals have `rounds' of
>differing lengths...  I certainly don't know if I could cope... but I thought
>that I'd point out that the whole concept of `round' is a little forced.

Allow me to be the first to point out that this really isn't tough
at all -- just see "Fantasy Hero" from Hero Games.  Combat is played
in 12-second turns.  Every character has a speed rating that tells
how many actions that character can do in the turn.  For example, a
character with speed 2 gets two actions: one in the 6th second and
one in the 12th.  A character of speed 3 gets three actions: one in
4, one in 8, and one in 12.  That's about as fast as a normal human
can get, but monsters can have higher speeds to get in more attacks.
The characters who move in a particular second make their moves in
order of DEX.  DEX and speed are related but partly independent (DEX
is more or less eye-hand co-ordination, while Speed is a combination
of that and agility).

Have a look at the system -- it's very simple in practice and gives
the right feel for a blow-by-blow fight.

				Jim Gardner, University of Waterloo