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Re: [dq-rules] Spicing up Combat



> Combat has of late been getting a little dull in my
> group.  I think 
> there are seveal problems, and I will try and
> explain each of them in 
> turn.
> 
> 1) It takes forever!
> I have posted about this many times on many boards. 
> Some of you seem 
> to run very efficient combats, mine seem to take
> hours.  How do your 
> combats move so quickly?  have you faced this
> problem, and if so, 
> what techniques do you use to combat it (pardon the
> pun).

I always throw 3d10 for each attacking NPC; two of
them are my percentile dice, the other is damage done
in case of a hit (or successful cast). The third D10
can also be used to determine spell Duration, in the
event of a non-combative spell.

Second - I know the combat system backwards and
forwards. I do not have time during a combat session
to be flipping pages. Between games, I read up.

Third - Folks who tend to talk off-topic during a
combat session also tend to lose their turn (next!).

Fourth - I prefer that players tell what their
character is going to do and - if it involves moving -
I move their figure on the Tactical Display myself, as
I move all miniatures; this way there is minimum room
for arguement. I start at one end of the table and go
around to each player. My one rule - make it short and
comprehensible!

> 2) Lack of flair.  
> I used to have a great player.  he would always
> describe the action 
> he was taking in entertaining detail.... "I throw my
> sword to the 
> ground and jump on the demons back" etc...   Perhaps
> if I did more of 
> this, my players would "join in".  How do you
> describe your combats 
> to keep them fresh?  It too often goes "I swing at
> him <roll>"

Many of my players prefer vocal taunts - much like the
ones between Eroll Flynn and Basil Rathebone in The
Adventures of Robin Hood (1938).

RH: Did I upset your plans?
SGG: You've come to Nottingham once too often!
RH: After this day is done, my friend, there'll be no
need for me to come again!

You should encourage descriptions in the way you
described, with perhaps a 10 xp bonus per combat for
those who showed exceptional roleplaying.

> 3) Gauging the opposition.
> I am too afraid to kill my PCs, an that is my own
> fault.  So the 
> fights are often too easy.  Do you guys have any
> quick formulas to 
> measuring the qulity of a combat?

When its a band of orcs, gnolls, pirates, etc., I try
to match the party in ability and weaponry if not
Damage Point for Damage Point. If it's a monster,
well, sometimes, they win, sometimes they lose a party
member or two. But whatever the critter, study that
critter carefully, taking into account all of its
abilities and strategems, and plan accordingly! For
example, ever tried to fight a Gryphon (3-hex monster
that can withdraw freely) while it was flying,
swooping down at its leisure and making in-and-out
attacks? Nobody gets a rear shot on him, that's for
sure.

Before the game, set up a mock Tactical Display for a
combat you know will occur and play both sides; you'd
be amazed what you find that needs modification.

> 4) The players know a lot.
> They have done extensive calculations to determine
> the  best way for 
> them to approach combat.  SO it tends to be more
> mathmateics than 
> entertainment.

Exactly how much time do you allow between the time
the players encounter the opposition and the time
combat begins? If one of your players is a Military
Scientest, the most they could have to plan between
each round is 120 seconds (2 minutes). Probably it's a
lot less.

As a GM, you should at the very least know far more
about every participating character in your group than
your players should ever know about what's coming
next. Measure their strengths and weaknesses, and
again, plan accordingly! Sure the mighty dwarf has a
giant club, but his TMR sucks! Sure the nimble elf can
haul ass across a battlefield, but so what?

Also, if you are one of those unfortunate GMs who have
the displeasure of having a giant character loose in
your game, just remember who the biggest target is.
It'd be a shame if he just happened down a narrow
mountain pass flanked on both sides by high cliffs
which concealed a number of crack archers under cover
(that also adds to their defense). It would also be a
shame if these archers all had modified AG of 26 or
higher so that they could prep and fire every Pulse...

You are flustered, but not down and out!

> Any thoughts/emotions/idea/accusations/denials on
> any of these topics?
> 
> John

Fortitude!

- Pat Hough

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