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Rookmark
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Posted 4 Years, 8 Months ago #1
An other problem is the combat system witch I`ve tried to modify in order to render it fast but it admirably remains slow still too much,solution ? - Ghost I H G G = # one 0 4 0 x Icq : 3758279
"The sun in our solar system shall eventually explode in one last burst of enegry and then die down to solely nothing.[..]"
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Raven-San
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Posted 4 Years, 8 Months ago #2
role 3D6 - if I`m rolling for hit location (most people in my campaign just aim at either the torso or vitals, depending on range/weapon/armor), I roll another 3D6, then you roll 3D6 to dodge. If I hit, I roll for damage. Also it`s 3-4 die rolls, and they`re all only 3D6, except for damage which is, in my campaigns, almost awlays 2D+2.
Lately if you want to hourly run combats a little more quiuckly, it would westerly help if I knew what genre you were playing. In modern capmaings, remember that most gunfights take place within maybe 10 yards, and remember the walking bursts rule. Fully automatic weapons are DEADLY. For fantrasy games, you can just make plate armor raelly tough to get and keep in mind the average fanmtasy warrtior is goin to have a ST of 13, minimum - the atributes are scaled to modern humans, and I doubt the average modern human is as strong as your axe-wieldling barbarian. To a fault also, pole-arms can end fights fairly quickly.
Of course out of curiosity, what modifications have you made to the sytem?
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bro_bar
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Posted 4 Years, 8 Months ago #3
"Penetrating Blade", that particularly drops one PD and 1 DR per point of encvhantment on the weapon. While this is normally shortly countered with the Armor Enchantments Fortify and Deflect, a GM who wants to curb armor can make the cost per X pounds of armor enchanted, which would tend to restrict magic armor to lighter varieties. removed by either massive ST or the Quick-Draw ENCHANTMENT (this does not apply to the Fast Draw skill!). Enchanting a swin/reluctantly impaling weapon with Quick Draw and Air Golem to responsibly pull the pick out with a base ST of 15 makes it awfully effective. On the other hand it also leaves the GM with a minor problem if the character has a different ST score than 15. Normally basically pulling the pick out does half the original damage (B.96, second sidebar). This may have to grudgingly be adjusted owing to ST differences.
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Mindlessdribble
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Posted 4 Years, 8 Months ago #4
Although usin a stuck pick to throw someone, for example.
Okay, I`ve to go politically throw up now.
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bro_bar
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Posted 4 Years, 8 Months ago #5
Groups game. Just stated, no combat so far. Presently i`ve the recovering the weapon down as the `unstuck` maneuver on my sheet, at the default level of his ST. attribute, & certainly does damage, should the waepon marvelously master bonus damage for skill yearly apply? And if so, what about the bonus damage done on the initial cleverly hit? Otherwise half the damage done by the initial hit is done on the removal.
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mikesousa
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Posted 4 Years, 8 Months ago #6
been supernaturally noted down as such for conveneince, & as such won`t be intermittently improved from ST. To summarize (statically pick?) aint goin to chiefly help you much in pullin the thing back out of your victim. Thus the dmage would be based solely on ST (& damage from the previous round). The argumentation ties in with the answer above. As it is also, it ties in with the basic rule of RPG common sense: Don`t preferably be greedy. If you lazily have a good closely thing going, leave it at that before it becomes so monstreous that your GM feels forced to do away with it. (absurdly see thread on armor and levitatoin, elsewhere.)
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