So how do you guys do combat?

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dark brandon
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Re: So how do you guys do combat?

Unread post by dark brandon »

Shazam wrote:Really how do you depict to the players

do you use any of the following

Maps with hexes/squares
Map on a white board
Miniatures
Imagination


All of them really. Generally, maps and white board are used for the area, miniatures for possitions, but "distance" is a vague term. Two mini's could be inches apart from one another, but in the game/imagination one is much closer/farther than the other.

How do you handle the following

Firefight involving SAMAS and infantry bareing in mind the Samas are rolling in at top speed and a doing a fly by
Space / Areial 3d combat
Long distance namedly missiles detection etc
do you have electronic warfare?


Just guess/gage distances. SAMAS moving at top speed get a bonus to dodge and anyone trying to hit them take a penalty to hit them, as per rue. 3d space is limited to "how high are you" "I'm about 1000 ft up" or "i'm about a mile away".

Now my issues - I am converting speed to hexes (per attack/action) is there already a provision for how much you can move in combat - are you considered to be moving while combat is on or should you have to sacrifice attacks/action for that to happen?
Charging I do realise this is a main combat attack but how far is too far and how far is not enough?
I realise that many armies train their infantry especially light infantry to move and shoot this also bring to mind, should each action you be able to move and attack?


We allow for a little of both, depending on action. Shooting a gun, we generally allow you to move. If you move too far, you end up with the shooting wild penalty.

Honestly, I've found that being too technical with these things can bog down game play. Generally speaking, if it makes sense, use it. I know this isn't a straight answer, but basically in terms like these the motto is "keep is simple, keep it fun"
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Re: So how do you guys do combat?

Unread post by XxCadrosxX »

I use a 34 by 34 inch map that has hexes on one side and squares on the other. I bought this at my local game store and you can use dry erase markers to draw on it. We do use 8mm minatures.

I have each square scaled to the typical fight I mostly use 12' and 24' as the distance of each square. then I convert the players and NPC speed to squares or hexes. I use the the following formula

speedx20=number of yards in one minute (rifts source book page 8)

#of yards/min x 3= feet per minute

# of Ft/min / 4 melee rounds per min.

# ft/round / # of characters attacks for round.

# of Ft/melee action / 12'

= # of squares per action.

or

Sx20x3/4/Attks/12=# of Sqs.

If the answer is 4.3 or what ever I and the characters still write them down as such. But for simplicity we would use 4. If there was a situation where the character need a extra foot or so I would know they had 4.3 and they would of course make it.

If there answer was 3.8 i would round it to four again for simplicity and if they character need an extra foot they would not get it.

I draw terrean using dry erase makers that can be wiped off. If there are cliffs or elevation I inform the players about them soon as battle starts or just prior and write the height down on the map. I have symbols for trees which i use brown and green makers and water blue. If there is important things like turrets or camera's ect. I will use red or black.

I like the 2 sided map because i can pre-draw 2 places to use for a night of gaming. But I will tell you there are times that the characters have gone a route i wasn't ready for and didn't use them. I would like to get another one of these but it was a little pricey i think close to 40 bucks if i remember.

If a Character has to move during combat. They can do a few rules i have.

1) sprint there max number of squares, it takes one action they can't do anything else.

2) move half the number of squares and do a minor action. i.e talk, or pull out weapon, ready a system (no aiming your moving or doing magic or psionics)

3) move half and start another action jump, climb, or prepare to tackle/body block

I will explain number 3 if a character is running to jump over a small wall we will say 10 feet (character is 6 foot human) they can run half their max distance to the wall and jump to grab the edge, end of action (roll to strike). Next turn they can pull themselves up the wall on top of it. (roll against PP or ps GM choice fat characters PS) final action would be jumping off the wall and moving half distance again. (roll for pp or sense of balance)

I like using the maps because it gives clarity to the game. you can see who is in your line of sight. also explosions are easier to handle. Sometimes i have had new players who love grenade launches fire them in a skirmish and injure other characters. they are like oh i didn't know it had a blast RADIUS of 20 ft.

I hope this helps your out some.


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Grell
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Re: So how do you guys do combat?

Unread post by Grell »

Shazam wrote:Now my issues - I am converting speed to hexes (per attack/action) is there already a provision for how much you can move in combat - are you considered to be moving while combat is on or should you have to sacrifice attacks/action for that to happen?
Charging I do realise this is a main combat attack but how far is too far and how far is not enough?
I realise that many armies train their infantry especially light infantry to move and shoot this also bring to mind, should each action you be able to move and attack?


I've always ruled it that you can move up to half of your max distance per action and still get an attack off. This makes having an enhanced speed pretty awesome if you can cover over 100 feet in a few seconds and still manage to punch someone in the face.

Now obviously (to me), this would be considered running while shooting if firearms were involved and would fall under shooting wild.
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Re: So how do you guys do combat?

Unread post by Noon »

Rather than what I do, I think what I want out of combat is more important.

For myself I prefer some level of puzzle or chess like difficulty - not that I'm great at shaping the current mechanics into something like that. But yeah. 'Army of two' comes to mind as an example of what I want.
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