Rules that make the game somewhat playable.
Posted: Mon Feb 25, 2008 2:41 pm
Howdy.
This is what I use to make combat run smoothly, as almost no book-keeping is required, it makes sense, and you can track everything without having to keep tabs on everything.
I'll post the basics for initiative right now, and then when I get home (and can delve through my notes) I will post more about ranged combat (still working on the melee end of it, so that might be a while).
Combat in Rifts is one of the most annoyingly clunky automations, and it all starts with...
...Initiative. The basics are as follows; every character has attacks/actions they can perform in a single round (15 seconds): for most merc. characters this is between 4-6 per round. Well to streamline the process, I make every player write up a single chart that counts down from 15.
Every action taken starts on the 15th second of that round, and boils down from there.
Example: a head hunter with 5 attacks (expert combat and boxing). The second attack line is because he also has sharp-shooting, which could affect the amount of attacks he makes in a round (and if he wants to bail, it's easy, just chop an attack from the bottom of the round off).
This chart shows exactly when his attack will come about in a given round. If he makes an aimed shot, then it happens on the next available attack. If he's forced to dodge instead of shoot that action, I'd allow an attack roll made at half the normal bonuses (as if bursting even though it's a single shot).
Now the player (and the GM) will always know when he's going in a given round. But how does initiative play into this, you ask? Simple. At a given second count there will be others going at the same time as you; who ever has the highest initiative goes first, while ties are simoltaineous actions.
This is a really easy to use system, as every player has a chart pre-made; all the GM has to do is call out a "second count". You'll note that the sharp-shooting changes the count for the head-hunter; what I do is round the fractions of 15 divided by your actions count (6 attacks means one every 2.5 seconds), and about the middle (or a convenient spot to divide by) I placed two attacks closer together. This is all for simplicity.
Another thing to note is non-combatants; people with like 2-3 actions. They aren't left completely screwed; They get one action at 15, and then one at 7 (for 2 action people), or one at 10, and then their last one at 5. The reason we always count down from the top is because sometimes these guys will go first thanks to a good initiative roll, and if they recieved an attack a second 8 and then their last one at second 1 it would make the initiative pointless.
You'll also note that people who are exceptionally fast (like Juicers) don't completely dominate one end of the attacks spectrum. I've played in games where all attacks happened durning your initiative (really annoying when there is a two-gun fighting Hyperion Juicer with sharp-shooting, and you're a merc with base-line H-to-H Assassin), and in games where attacks were ALWAYS offered as one after another; captain 10-attacks would go once, Senior no-combat would go once (of his two actions), etc... leaving captain 10-attacks with 5 actions at the end of the round.
If you find that you are making a legitimate number of attacks that exceeds 15 (double shooting/sword-swinging happen at the same second count), then just start the chart over again, placing your 16th attack right at the top and work your way down again.
One last thing to note; actions that take 3 or more attacks (called, aimed shot) these happen at the median; you have 5 attacks and your first action is a called/aimed shot; second 15 is taken up aiming, second 12 is when you shoot, second 9 leaves you action-less. It's done this way because of the micro-managed actions; if the shot went off at second 9, that leaves 5 initiative counts for someone to attack you and mess up your shot (which is lame and un-heroic). Also, grenades; they have a set timer (I use 4 seconds), so you will always know when the thing goes off, and where!
This is how I run combat, and not only do I love it, but so do my players.
What do you think?
(yes, Retired Juicer, it's me).
This is what I use to make combat run smoothly, as almost no book-keeping is required, it makes sense, and you can track everything without having to keep tabs on everything.
I'll post the basics for initiative right now, and then when I get home (and can delve through my notes) I will post more about ranged combat (still working on the melee end of it, so that might be a while).
Combat in Rifts is one of the most annoyingly clunky automations, and it all starts with...
...Initiative. The basics are as follows; every character has attacks/actions they can perform in a single round (15 seconds): for most merc. characters this is between 4-6 per round. Well to streamline the process, I make every player write up a single chart that counts down from 15.
Every action taken starts on the 15th second of that round, and boils down from there.
Example: a head hunter with 5 attacks (expert combat and boxing). The second attack line is because he also has sharp-shooting, which could affect the amount of attacks he makes in a round (and if he wants to bail, it's easy, just chop an attack from the bottom of the round off).
Code: Select all
SECOND ATTACKS(1) ATTACKS(2)
15 x x
14
13
12 x x
11
10
09 x x
08
07 x
06 x
05
04 x
03 x
02
01 x
This chart shows exactly when his attack will come about in a given round. If he makes an aimed shot, then it happens on the next available attack. If he's forced to dodge instead of shoot that action, I'd allow an attack roll made at half the normal bonuses (as if bursting even though it's a single shot).
Now the player (and the GM) will always know when he's going in a given round. But how does initiative play into this, you ask? Simple. At a given second count there will be others going at the same time as you; who ever has the highest initiative goes first, while ties are simoltaineous actions.
This is a really easy to use system, as every player has a chart pre-made; all the GM has to do is call out a "second count". You'll note that the sharp-shooting changes the count for the head-hunter; what I do is round the fractions of 15 divided by your actions count (6 attacks means one every 2.5 seconds), and about the middle (or a convenient spot to divide by) I placed two attacks closer together. This is all for simplicity.
Another thing to note is non-combatants; people with like 2-3 actions. They aren't left completely screwed; They get one action at 15, and then one at 7 (for 2 action people), or one at 10, and then their last one at 5. The reason we always count down from the top is because sometimes these guys will go first thanks to a good initiative roll, and if they recieved an attack a second 8 and then their last one at second 1 it would make the initiative pointless.
You'll also note that people who are exceptionally fast (like Juicers) don't completely dominate one end of the attacks spectrum. I've played in games where all attacks happened durning your initiative (really annoying when there is a two-gun fighting Hyperion Juicer with sharp-shooting, and you're a merc with base-line H-to-H Assassin), and in games where attacks were ALWAYS offered as one after another; captain 10-attacks would go once, Senior no-combat would go once (of his two actions), etc... leaving captain 10-attacks with 5 actions at the end of the round.
If you find that you are making a legitimate number of attacks that exceeds 15 (double shooting/sword-swinging happen at the same second count), then just start the chart over again, placing your 16th attack right at the top and work your way down again.
One last thing to note; actions that take 3 or more attacks (called, aimed shot) these happen at the median; you have 5 attacks and your first action is a called/aimed shot; second 15 is taken up aiming, second 12 is when you shoot, second 9 leaves you action-less. It's done this way because of the micro-managed actions; if the shot went off at second 9, that leaves 5 initiative counts for someone to attack you and mess up your shot (which is lame and un-heroic). Also, grenades; they have a set timer (I use 4 seconds), so you will always know when the thing goes off, and where!
This is how I run combat, and not only do I love it, but so do my players.
What do you think?
(yes, Retired Juicer, it's me).