bae@fisher.UUCP (Shiva the Destroyer) (01/18/85)
Ladies and Gentlemen, I have been trying to decide how to run combat for this game for quite a while now. It is obvious that we cannot do things on a round-by-round basis, so some sort of compromise between game speed and detailed interaction between you and me is going to have to be done. First, I will describe the basic tenets of my current combat system as it is now being used for face-to-face adventuring: define the following quantities: damage_weapon = damage inflicted by weapon ONLY, including magical bonuses damage_spell = damage inflicted by other enchantments (flaming sword, harm on sword, etc.) damage_strength = damage due to strength bonus damage_prof = damage due to weapons proficiencies damage_misc = whatever I have forgotten (double damage vs. giants, etc.) damage_total = sum of above num_p = number of weapons proficiencies in utilized weapon 1) You are allowed to go below zero h.p. Once you are below zero, you are unconscious, unable to do anything except bleed 1-4 hp/round. If you are psionic, you may cell adjust THE INSTANT you go below 1hp, if you have the strength. If you do this, your psionics will be useless for 1-4 turns, due to the strain you have placed on them. Your wounds may be bound for 1-4 points by your companions. Your companions may force healing potions, etc. down your mouth, or apply them however they must be applied. If you are a spell-user, you lose ALL spells when at -(hpmax/2) points, and must pray for/re-learn them from scratch. 2) A roll of 20 on a 20-sided die indicates a CRITICAL hit. This is assured of doing (2*damage_total)-damage_spell. In addition, if on d100 you roll 01->5*num_p, you have achieved the famed CRITICAL-CRITICAL hit. For this, I roll on a nasty table I have to find out what disgusting thing happened to your foe. Note that these things are almost always incapacitating in some way. Monsters have 5*(Number of hit-die)% chance of doing the same to you when they score a critical hit, so beware. 3) A roll of 1 on a 20 is a miss. In addition, if you are being stupid in some way (firing arrows into mixed crowd of friends or foes) you did something bad (hit a friend, etc.) I use Common Sense here. 4) Generally stupid things are punished by arbitrary actions on my part. If you DO fire arrows into mixed friend/foe crowd, you will probably get minuses to hit, have to roll to hit friends if you miss, and so on. Common Sense, as usual, is my guide here. 5) Conversely, clever things are rewarded. I shall not define clever things, so as to keep you guessing. 6) If they have time, spell-casters are allowed to cast as many spells as practical, subject to a 1-segment rest period between castings. Hence, you could fireball (3 seg), rest (1 seg), fireball (3 seg), rest (1 seg), web (2 seg) during one round. 7) if spell casters are damaged while casting spells, they have a (# points damage)/(current HP) chance of screwing up and failing to cast they spell. The spell-caster will know immediately if he has failed. 8) subject to time limitations, and common sense, 2 items may be utilized in an offensive or active defensive(i.e. Rod of Absorbtion) fashion, in addition to spell casting. 9) psionic combat is REALLY discouraged, unless truly necessary. When psi combat begins, it is 10 psi-rounds/1 melee round. 2 psionic powers can be used per round, i.e. 1 Attack, 1 Defense, 1 Defense, 1 Minor/Major Ability, and so on. Note: no 2 Attacks or 2 Defenses or 2 Abilities combinations are permitted. Again, this is subject to time and common sense restraints. Psionic attack on non-psionics is not considered by me to be a fun thing, however if you TRULY want to... Anyone going beyond the bounds of reason in his/her use of psionics is to be reminded of the ongoing mind-flayer invasion of our plane, and the current state of war which exists between the Mind-Flayer Empire and the human Psionics Guild... 10) Common Sense is used in all cases where the rules are silly or produce inconsitencies. I provide the ultimate definition of Common Sense in all cases, although you are to feel free to offer your own interpretations of the rules, and propose your own solutions. If I truly hose you, and you feel that I was unjust, let me know - sometimes I DO make errors. 11) All monsters are assumed to have survived because they have something going for them. In my world, most monsters have a fair percentage of their maximum hit points. Most are not stupid, unless they are supposed to be stupid. I play all monsters according to their level of intelligence. In some cases, previously stupid monsters have been trained by their masters to fight cleverly, so bewarned. Also, not all monsters specified in the TSR rulebooks agree fully with my interpretations of them, so expect occasional differences. Quoting MM, FF, or MM II at me is likely to cause me to become less than pleasant. Now, my proposal for our PBM combat system is this: You send me your characters, in fairly good detail You explain to me what you would do in the following cases: Heavily wounded, facing monster who is also wounded subcases: Your party is trashed/Your party is fresh Heavily wounded, facing monster who is fresh subcases: Your party is trashed/Your party is fresh Lightly wounded, facing superior numbers subcases: Your party is trashed/Your party is fresh Heavily wounded, facing superior numbers subcases: Your party is trashed/Your party is fresh Any other tactical scenarios you can think of. Spell Users please indicate favourite combat actions I will then, when any combat presents itself, inform you of the impending combat. If you wish to fight instead of run away, I will carry out the combat fairly, assuming the utmost in cleverness and skill on your part, using your guidlines, until I reach a point where: you have not provided me with enough info it is crucial for you to do something non-standard you are about to croak it you have croaked it I feel that this should enable us to have a much higher throughput than if we play round-by-round. If anyone has any comments on this, please send them in ASAP! -- Brian A. Ehrmantraut Ad Maioram Gloriam Hasturi! UUCP: {allegra, astrovax, princeton, twg} !fisher!bae BELL: (609) 452-8991 / (609) 734-7761 USnail: 184 Little Hall, Princeton University, Princeton, NJ 08544