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Post by xerxez on Dec 15, 2009 11:04:26 GMT -6
Any recommendations for how to handle split moves and number of character actions per combat round?
For example, if a character expends full movement to reach a combatant, should they also get an attack that turn or only fighters?
A rule I concieved was to allow a character 3 actions per combat round (drawing weapon, nocking arrow, getting light going, set the Mrur on fire, etc), with half of one's movement being consitituted as an action.
So in other words, you could move half your alloted movement, draw a weapon, and attack (3 actions), or take full movement for all 3 actions, with the exception of warriors who get to attack in every combat round they are in.
This works I think but what about facing? I think in a comabt situation its fair to say that using a hexagonal approach that the character can face direct front, or either of the two adjacent sides without expending an action but to face sideways or behind would require an action.
What think ye?
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jjarvis
Level 5 Thaumaturgist
Posts: 278
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Post by jjarvis on Dec 15, 2009 11:39:47 GMT -6
If someone was in melee and unarmed before drawing a weapon I'd have them lose initiative.
Full movement and engaging in melee is acceptable if it's a charge (no zigzagging through corridors and then attacking) but any defenders who aren't surprised but are armed with spears/polearms should get first attack.
I have facing matter but one facing change doesn't count as a movement, we are talking about 1 minute combat rounds.
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Post by xerxez on Dec 15, 2009 12:34:19 GMT -6
Okay, but what about actions per round--example that comes up a lot is when fighting undead and slaying them, the efforts involved in reaching fallen warriors and setting them afire--how long it takes to pour oil on a corpse, etc.
Also, intiative is figured per side, not per combatant, so you're saying just add any people who aren't ready with their weapon to the side that lost initiative?
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jjarvis
Level 5 Thaumaturgist
Posts: 278
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Post by jjarvis on Dec 15, 2009 16:51:52 GMT -6
I don't think a rigid count ofactions per round serves the game all that well. The only real reference made to tactical planning in combat in EPT is establishing ranks of characters in a party and allowing combatant to move from rank to rank with no prohibition.
As for being caught unarmed in melee and pulling a weapon resulting in a loss of initiative. I'd have such a character strike after the opposing side if his side had won initiative. In almost real-life I was once chased across a field in a battle trying to draw my sword and fumbling it and then going through all my weapons during the fight, getting caught without a weapon in hand is a huge disadvantage if there is someone bearing down on you.
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Post by aldarron on May 19, 2010 10:16:20 GMT -6
I think you are mixing apples with oranges and getting appenges. EPT uses full minute rounds. In games where rounds are measured in seconds, the kinds of tactical problems you are discussing become a complex issue, but given a full minute there is plenty of time, and to spare, for characters and opponents to take whatever actions they need to deal with the fight, so none of the things you mention should be an issue. Also, in melee in EPT both attacker and defender, even if killed, get an attack roll each round as a matter of course even if they are killed or otherwise incapacitated.
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