From: | Gurth <gurth@******.NL> |
---|---|
Subject: | Re: Tournament GMing |
Date: | Tue, 5 May 1998 23:06:05 +0100 |
> SR combat, especially when you have 6 or more players, can bog down and
> take a lot of time. Combats of 10 or more people can sometimes take an
> hour or more unless at least on character is a major ass-kicker.
>
> Anyway around this? I don't want alternate combat rules or anything, the
> system works okay as is, but are there any suggestions on how to speed
> combat up? I've pondered this question for years when my brain gets spare
> processing time. Haven't really come up with an answer.
Wing it. In last Friday's game we had a major firefight (that ended up
with half the PCs dead, BTW -- okay, so part of the reason for this fight
was that I got irritated by their bickering, I admit :) Anyway, I decided
straight away that doing this by the book would mean we'd be sitting there
for the next 12 hours for just the combat, so what I did was ask the
players what their characters were going to do, and do away with things
like initative rolls. We only did tests to hit targets and damage
resistance tests (half the time without clear-cut TNs), and in essence
played a sort of semi-diceless SR. It worked, although you have to be
careful to make fair estimates of what everyone can and cannot do, skill-
and attribute-wise.
--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html - UIN5044116
You're gonna like it, but not a lot.
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