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Monday, November 5, 2007

Summary of the New System

The following is a summary of agreed proposals:

> INITIATIVE
> GREEN ROUND
> RED ROUND
> COMBAT
> SHOOTING

Click on comments to read full details:

3 comments:

Ron said...

The following is a summary of agreed proposals:

> INITIATIVE
Players sit in order around the table, according to their character or unit's Initiative. When a player wishes to challenge the Initiative of higher player, the lower player must declare it before the higher player takes his turn. When this happens, both players roll their Initiative die and the highest roll goes first for that round. Every time a lower player challenges a higher player, the lower player sacrifices his Skill or Movement by dropping down one die regardless of whether he wins or loses the Initiative roll.

In the case where a player controls two or more characters of different Initiative, like a Hero within a unit, then the player sits in the position according to the lowest Initiative of his group. When it comes time for a Hero to use his higher Initiative, like shooting a bow, then it's simply a matter of the player declaring it before the higher player takes his turn. Since the Hero has the higher Initiative in this example, a roll-off is not necessary and the player with the higher Initiative is given priority as if he were seated first.

> GREEN ROUND
This is the Movement and Declaration round. In order of seating, each player takes their turn moving, declaring attacks, or responding to attacks from enemies. Before an attack is made toward an enemy, a player must declare that they are attacking the enemy and then wait for a response from the opponent player. Based on their response, the attacking player may then decide to move first or let the other player move first.

When an enemy declares "Flee" as their response, the attacking player usually moves after the enemy moves, so as to ensue pursuit. If the enemy responds with "Fight", then the attacking player usually chooses to move first.

In order to enter into combat, players must roll Movement. This is also true for turning around, taking a curved path, or reversing direction. In order to make a full Movement in a straight line, a playing piece must already be facing the direction that the player wishes to move, and the path must be free of obstacles and enemies.

> RED ROUND
This is the Combat and Action round. Now that all playing pieces are in position, each player takes their turn declaring and rolling combat against nearby enemies. Since combat is simultaneous, characters that enter into combat can receive or inflict damage, and the round represents the outcome of attacks and defends.

Since the player with the highest Initiative has an advantage, he is allowed to choose who he attacks first, and who rolls first. In combat, the higher player may choose to go last, since he can see what his opponent rolls first, and then choose his own dice more strategically. In the case of Shooting, the higher player would usually want to roll first, thus eliminating opponents before they shoot back.

Actions requiring more than a few seconds are also included in the Red Round, such as starting a car or opening a closed door. Any action that takes away from combat should be included in the Red Round. The Game Master may also allow certain actions to reduce combat Skill by one or two dice instead.

> COMBAT
Every character has a Hand-to-Hand Skill die and may also have a Weapon Skill die for each weapon he carries. When a character fights hand-to-hand, he only rolls his Hand-to-Hand Skill die. When he fights with a weapon however, the character rolls his Weapon Skill die in addition to a Weapon die. So when fighting with weapons, the sum of these two dice are his combat roll.

Players have a few dice options when it comes to combat. A player may choose to divide his dice into smaller dice to accommodate multiple attacks. So a skilled swordsman (d8 + d8) fighting two enemies may choose to roll a d8 against one enemy, and a d4+ d4 against the other. Or may choose to roll a d12 against one, and a d4 against the other. He may choose any combination of dice, as long as the sum equals his original total (16 in this example).

Players may not attack the same opponent twice in the same Red Round, but may save a few dice for other opponents. If the character happens to run out of dice but is further attacked by an additional enemies, then the damage goes directly to his armor or body as if he were surprise attacked or flanked. To reserve dice, a player simply declares "Hold" on their turn, and waits for another opponent to attack them. If no opponents attack, then the round is over and the waiting player cannot take the rest of his turn.

> SHOOTING
To shoot a weapon, a character must move into position and prepare to shoot. This is done in the Green Round when the player declares a shot on an enemy. In the Red Round, the attacking player measures the distance to the target (cm) and adds any disadvantages (target movement, target size, and cover)* to the total. The attacking player then rolls their Weapon Skill plus their Weapon die, and the sum is compared to the disadvantage total.
* These will be determined in further detail later based on Kregg's work (1 inch = 2.54 cm, and the average range of a hunter's shot is 35 yards ~ 35 inches = 89 cm on the table. So a Skilled Bowman (d8 + d8 = 9 average) would be effective in the 90 cm range. This of course is a standing man-sized target)

Jayson said...

Okay, let's put it to use and run some trials using the system. I know there will be a few difficulties. But, once it has been played with a bit, we will have enough evidence to resolve most of these difficulties. One major difficult that I would like to see investigated during trials is how much time will it take the average player to know which dice to roll, to roll them, then add any bonuses. I hope this time is not too long. This can get a little hairy when considering switching from weapon combat to hand-to-hand combat. Who is willing and available to play? If we are to have a good trial, there needs to be amateur players as well.

Ron said...

Good thought!

I already did a trial run with Leo, and it turned out fine.

He attacked me with three trained Brutes with axes, and I fought back with one Expert with a sword.

I declared combat on his group as a whole and he advanced first by rolling (my choice).

I rolled movement toward only one of his guys and beat him. We then got into a two-on-one and I divided up my dice. I beat the first guy, but the second got a real good roll on me and defeated me.

PS. We didn't resolve damage if you're wondering. We only resolved combat. We just said, "Ooh, that's a hard hit! I think he's dead!"