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Post by bestialwarlust on Jun 25, 2011 8:24:30 GMT -6
Getting into the spirit of old school gaming again I thought of this house rule I might add to my as of yet uplayed D@D game. You an take multiple actions around but each action takes one 1 from your Hit Dice pool, it doesn't modify your Attack or defense value.
For example:
hrothgar the 5th level warrior is in combat with an opponent the player declares he wants to attack his enemy on the other side of a large crate. the referee decides it will take two actions. One to scale over the crate, a second to drop down on his opponent.
The referee tells the player he can if he succeeds he'll loose two dice from his final Hit Dice so if the player is successful in the attack instead of rolling 5 dice for damage he only rolls 3.
Obviously spell casting takes the whole round and doesn't apply to this. It's still kind of vague right now but this is the direction I'm thinking of going with this house rule.
Thoughts?
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Post by aldarron on Jun 25, 2011 11:39:55 GMT -6
Ah, well I encourage you absolutely to go with what works for you, but.....
The idea of "actions" is only called for when you begin to break the combat round into short segments of time. So, if you play by a six second round then it makes some sense to restrict/specify what players can do and how long it takes them to do it.
In a one minute round, the characters should have plenty of time to do virtually anything within their movement allowance that the players want short of erecting a brick wall. "actions" then don't really add much except more bookeeping.
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Post by bestialwarlust on Jun 25, 2011 12:46:58 GMT -6
Yeah that's true I thought about that after I posted. Funny how something sounds good in your head then when you put it on paper it falls apart.
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Post by DungeonDevil on Jun 25, 2011 15:34:39 GMT -6
Deduction of dice from a pool due to multiple actions sounds like it was lifted directly from the WEG Star Wars game. As stated above, if the round were a mere 5 seconds, as it is in SW, then I think it's a great concept, but in OS fantasy/S&S-inspired mechanics the long combat round requires more abstract, generalised thinking about conflict than the tactical-granular minutiae which are brought to the fore with later systems.
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Post by bestialwarlust on Jun 26, 2011 5:59:45 GMT -6
Agreed it is way to granular. I'm defininately going to drop the idea. it breaks the spirit of the game.
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