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combat quirk in new system

Started by rway218, April 03, 2015, 09:32:52 AM

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rway218

The 1d8 system runs well, but there is a quirk in the combat structure.  

We want to remain solid 1d8 only, and have 8 segments to combat.

When players have multiple attacks they get the first at their combat roll the rest at the end of the round.  (Best roll first)

The problem comes in with some developed character races get four attacks, so the end up with a slush pile of hit at the end of each round.

Should we do a 2d8 roll for combat or roll for each attack?

Asking for both player and gm opinion.

Bloody Stupid Johnson

You might need to explain your combat system a bit more, I try to figure out some questions but get tangled in too many assumptions. Like when you say its best roll first, does that mean you roll all the attack rolls at the start of the round and then dump the (up to three) worst rolls at the end? Or do you mean the attacks start out at different to-hit chances?
And it sounds like the to-hit roll is also the initiative roll?

If you do a 2d8 roll for combat - how are you using that, if it isn't per attack? Is a roll 'for combat' to hit or initiative or are you suggesting you roll both at once and then pick one die for initiative and the other to hit or...?
If you want to remain d8 only then it sounds like 2d8 is going against that, unless you do indeed do something like that.

rway218

#2
Combat is 8 segments.  A 1d8 roll is made, and you attack on your roll.  Initiative goes from 1 first to 8 last.

The to-hit roll is done on the character's initiative segment.

If a character has multiple attacks, they can:

Use a secondary attack to block/defend against a successful hit to their character to escape damage or
Use their other attack(s) at the end of the combat round.  Best original initiative roll goes first if multiple characters (monsters) have extra attacks.

If an attack is used to defend the attack is lost.

The problem comes with multiple attacks at the end of each round feeling like a dog pile on survivors.  This works but feels quirky.

The two corrective options (if needed) that I have considered are:
Having more combat segments to ease the cluster at the end of the round (2d8)
Rolling for each attack, losing and extra attack for defense.
Rolling per attack with no defense option.

Or is there a better solution.

apparition13

Quote from: rway218;824090Combat is 8 segments.  A 1d8 roll is made, and you attack on your roll.  Initiative goes from 1 first to 8 last.

The to-hit roll is done on the character's initiative segment.

If a character has multiple attacks, they can:

Use a secondary attack to block/defend against a successful hit to their character to escape damage or
Use their other attack(s) at the end of the combat round.  Best original initiative roll goes first if multiple characters (monsters) have extra attacks.

If an attack is used to defend the attack is lost.

The problem comes with multiple attacks at the end of each round feeling like a dog pile on survivors.  This works but feels quirky.

The two corrective options (if needed) that I have considered are:
Having more combat segments to ease the cluster at the end of the round (2d8)
Rolling for each attack, losing and extra attack for defense.
Rolling per attack with no defense option.

Or is there a better solution.

The 2d8 roll won't solve the problem unless you change the rule that extra attacks defer to the end. I'd go with roll for each attack, with the players having the option to hold one (or more, if you choose) for a parry. If they don't parry, either they get an attack at the end of the round, or just lose the attack since their character was being defensive. You could even roll the dice over to the new round if you don't want to have them lose rolls.

My playing around involves characters having a certain number of combat dice that can be allocated to initiative, attacks, defense, and extra damage, so in this case you could decide to hold an attack for extra damage. If you do allow this, I'd say you lose any attacks held for defense or damage.
 

Bloody Stupid Johnson

OK makes sense.
Yep 2d8 doesn't help - it'll just spread out the first attacks.
Maybe you need another way to spread out multiple attacks. Say, you could:
-have multiple attacks go on the single initiative
-go around again in initiative order
-have second attack at say [initiative+4] etc. maybe adding more segments at the end.
-roll initiative again for 2nd, etc. attacks.
-get rid of multiple attacks
-combine approaches, say half attacks initially and half at the end of the round (e.g. 2 initially and one at the end with 3 attacks, or 2 and 2 at the end with 4 attacks)