[net.games.frp] command spell & ropes

mazina@pur-ee.UUCP (Der Kaiser) (07/25/85)

In article <561@hou2g.UUCP> scott@hou2g.UUCP (N. Ersha) writes:
	>
	>What about tying them up?  Seems this could EASILY be
	>done in one round to a sleeping foe.  In fact, the party
	>I DM for did just that, polishing off a high(er) level
	>mage by commanding him to die or sleep (or whatever),
	>and then trussing him up like a Christmas gift.  (Not
	>to mention the fact that our Chaotic thief proceeded
	>to lop off his tongue--ugh!--to prevent spell casting
	>"from bondage").
	>
	>This was just TOO EASY.  Any suggestions for modifications?

	Of COURSE it was too easy, your DM was feeding you candy! (Check for
cavities :-) Tying someone up in one round is o.k. if you go by the AD&D
combat round, which is 1 minute long. You can tie them up, tattoo them, and
perhaps even give them a haircut! What should be done is shorten the round
so as to give a more reasonable ratio between combat and non-combat actions,
i.e. 1 attack, vs. tying someone up...



					Thomas Ruschak
					pur-ee!mazina

jims@hcrvax.UUCP (Jim Sullivan) (07/29/85)

> Tying someone up in one round is o.k. if you go by the AD&D
> combat round, which is 1 minute long. You can tie them up, tattoo them, and
> perhaps even give them a haircut! What should be done is shorten the round
> so as to give a more reasonable ratio between combat and non-combat actions,
> i.e. 1 attack, vs. tying someone up...
> 
> 					Thomas Ruschak
> 					pur-ee!mazina
Agreed, I find it difficult to believe that a fighter can only swing once
in one minute !  What I'va always done is maintained a two-tier system.
During regular play, a round is a minute, but during melee, things speed
up abit.  This makes battle more realisitic, 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

steve@siemens.UUCP (07/31/85)

There is (or was some editions ago) an explanation somewhere about D&D
(or AD&D) melee rounds.  One round (one attack roll) does not imply one
swing of the sword.  It implies a series of attacks and parries lasting
one minute.  (Maybe it's not one minute, but whatever time interval.)
It is the smallest amount of time one can spend fighting, supposedly.

Often in real fights the two people will go at it for a series of swings,
back off and breathe for a moment, go at it again, etc.  The rules most
closely reflect this type of fight.

I do not intend to express either endorsement or rebuke of D&D or AD&D
melee systems.

......{ihnp4, topaz}!princeton!siemens!steve

mff@wuphys.UUCP (Swamp Thing) (07/31/85)

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 !
>
>Jim Sullivan

Now, I don't want to get into an arguement about whether it makes sense or not,
but I believe that the rationalization for this is that, when two fighters are
duking it out, there are many swings in one minute, but that only one (on the
average, and for fighters below 7th level) hits for any damage. (God, what a
long sentance!)  Of course, that doesn't explain why a fighter also only gets
one swing/round against a spell-casting MU, but you can't have everything.  I
hope this has helped to confuse the issue.



						Mark F. Flynn
						Department of Physics
						Washington University
						St. Louis, MO  63130
						ihnp4!wuphys!mff

"There is no dark side of the moon, really.
 Matter of fact, it's all dark."

				P. Floyd

warack@aero.ARPA (Chris Warack ) (08/03/85)

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. You can tie them up, tattoo them, and
>> perhaps even give them a haircut! What should be done is shorten the round
>>so as to give a more reasonable ratio between combat and non-combat actions,
>> i.e. 1 attack, vs. tying someone up... [THOMAS RUSCHAK]

>Agreed, I find it difficult to believe that a fighter can only swing once
>in one minute !  What I'va always done is maintained a two-tier system.
>During regular play, a round is a minute, but during melee, things speed
>up abit.  This makes battle more realisitic, 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]

One thing to keep in mind when judging the length of a round is that it
means more than one swing.  The one attack per one minute round takes into
account circling, protective moves and feints.  It also is a short cut --
instead of giving a fighter a 3% to hit each swing at 1 swing every 5
seconds, the round system takes an average and gives him a 36% chance to hit
each round.  A single roll can reflect more than one swing.  As more
experience is gained, fighting is more effective -- this is translated as a
better over all chance to cause damage that round [by increased hit
probability] or by more rolls --> more chances for more damage [2 hit rolls
per round].

It's important for a player under this system to understand this, or the "I
can do more than that" syndrome hits.  If a player wants to take his hit
roll for a round; he should not be allowed to do anything else; or should
take a substantial penalty to his hit chance.

[This topic has been discussed to death every so often in almost any FRP
magazine.  Look in back issues for more examples.]



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