Post by gorebonzo on Jul 8, 2009 22:40:17 GMT -6
I've read a little bit about Hackmaster Basic, and it seems about 100 pages too long for my liking. BUT, it's got the same combat order mechanic as in Kenzer's western game, Aces & Eights. For those that don't know, it basically involves the GM "counting" seconds, and your character's speed determining on which ones he can act. No re-rolling initiative. No round one, round two. Just an ever increasing number of seconds.
There's a lot, I think, to like about this system. It makes combat feel more visceral. The idea of turns always causes distraction. If it's not your turn, you don't have to pay attention right? And with people drifting in and out like that, I feel combat becomes a haze. Maybe that's just my players.
So I'm thinking about how to do a count system in D&D. My idea at present is to have each character, on each second, roll a speed die (based on DEX - a d4 to a d12) the number rolled is added to their Momentum. One you've accumulated enough Momentum (8 or 10 points, haven't decided) you can act.
That's just the basics, though. Once you've got this momentum thing, you can do all kinds of cool tweaks to it. Add momentum points you have over 10 to your attack roll, damage roll, your AC. Aim shots by giving a +1 per second spent after accumulating enough momentum to fire, that kind of thing.
So, what do you think? Useful, not useful, too weird? I'm all ears.
(A note: I know there's another initiative thread, but it seems to be focused on Chainmail, and I didn't want to hijack.)
There's a lot, I think, to like about this system. It makes combat feel more visceral. The idea of turns always causes distraction. If it's not your turn, you don't have to pay attention right? And with people drifting in and out like that, I feel combat becomes a haze. Maybe that's just my players.
So I'm thinking about how to do a count system in D&D. My idea at present is to have each character, on each second, roll a speed die (based on DEX - a d4 to a d12) the number rolled is added to their Momentum. One you've accumulated enough Momentum (8 or 10 points, haven't decided) you can act.
That's just the basics, though. Once you've got this momentum thing, you can do all kinds of cool tweaks to it. Add momentum points you have over 10 to your attack roll, damage roll, your AC. Aim shots by giving a +1 per second spent after accumulating enough momentum to fire, that kind of thing.
So, what do you think? Useful, not useful, too weird? I'm all ears.
(A note: I know there's another initiative thread, but it seems to be focused on Chainmail, and I didn't want to hijack.)