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Looks good to me. I always have to actually try these things a few times for real before I am really sure how they play out, but it looks simple and playable and yet allows for longer weapons splitting attacks and such.
Is movement considered a non-combat action? If so, it seems strange that movement falls after the combat actions. Maybe just because so many games have movement phases before combat.
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Although the combat rules seem quite straitforward. Each character having the traditional attack; parry/dodge type actions with a possible third action.
I feel calling these actions strike ranks a little confusing, as I recall RundQuest the most detailed combat system of the BRP line used this basic format. However each character had his own personal SR (Strike Rank) based on his Dex & Siz with a modifier for the weapon. With each combat round counting through the SRs (12 - 1) until each combatant had completed his/her actions. Has this model been abandoned in favour of the one explained in your post. |
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I liked the speed of the Cthulhu round, but didn't felt it handled melee combat as well. With these houserules you can do all what you could do in RQ3. The order of attacks are first modified by the weapon, and then the DEX of the user (or SIZ with very short weapons or no weapons). The houserule is an alternative to the RuneQuest and Cthulhu round, trying to take the best from both. It's only been playtested once (last weekend) but ran very smoothly (quicker than the RQ round, but with more options than the CoC round). Still, more playtesting needs to be done to see if not some hdden problems comes up. SGL.
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Sorry to get a little off subject, but I always wondered about the use of combat rounds. I always thought that people in a real life and death battle would strike more and faster in the time period of a single round. I've had this explained to me that it's because the opponents are circling each other and looking for an opening. Or it's to only make note of the hits that actually do real damage. ANd I do understand the bookkeeping aspect of it. But every fight I've ever witnessed in real life, the opponents rush right in and throw a successive flurry of hits and hit each other very often. But all the actual fights I've ever seen were fist fights with the purpose of wearing down the opponent to submission--or beyond. I admit, I've never seen true melee combat outside of a martial arts tournament.
I'm not trying to pick on anyone's combat round procedures, but just raising a question that's been bothering me for years. Trif, your combat round homerules look very workable. Are there any rules in the new BRP book about non-round combat rounds? ![]() Last edited by Dredj : 3 Weeks Ago at 19:36. |
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Thank you Triff for the explanations. I'm glad to hear from somebody who actually knows how to use a melee weapon and has fought with it using little protection. All the tournaments I've gone to were for people to show off their moves to their parents and friends.
It never helped that the people I played with never saw a real melee combat, either. So, we never had any real life experience to back up why the combat rounds were the way they were. I always thought that a 2 second combat round would work to my tastes, as that looks like the kind of round that would work in a Hong Kong style action movie. But most of what you see in the modern-style Hong Kong movies (like of lot of Jackie Chan's) are the "rush in and pummel" kind of combat--even where weapons are used. Last edited by Dredj : 3 Weeks Ago at 20:12. |
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![]() SGL.
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116+120/420. Ef plest master, this mighty fine grub! |