Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.2 9/18/84; site watmath.UUCP Path: utzoo!watmath!jagardner From: jagardner@watmath.UUCP (Jim Gardner) Newsgroups: net.games.frp Subject: Re: combat rounds (was:Re: command spell & ropes) Message-ID: <16222@watmath.UUCP> Date: Mon, 19-Aug-85 17:12:47 EDT Article-I.D.: watmath.16222 Posted: Mon Aug 19 17:12:47 1985 Date-Received: Tue, 20-Aug-85 21:45:27 EDT References: <3073@pur-ee.UUCP> <1899@hcrvax.UUCP> <281@snow.warwick.UUCP> Reply-To: jagardner@watmath.UUCP (Jim Gardner) Organization: U of Waterloo, Ontario Lines: 24 Keywords: AD&D,combat,round,melee,socks,foot In article <281@snow.warwick.UUCP> req@warwick.UUCP (Russell Quin) writes: >Now, it's very difficult to run a combat where individuals have `rounds' of >differing lengths... I certainly don't know if I could cope... but I thought >that I'd point out that the whole concept of `round' is a little forced. Allow me to be the first to point out that this really isn't tough at all -- just see "Fantasy Hero" from Hero Games. Combat is played in 12-second turns. Every character has a speed rating that tells how many actions that character can do in the turn. For example, a character with speed 2 gets two actions: one in the 6th second and one in the 12th. A character of speed 3 gets three actions: one in 4, one in 8, and one in 12. That's about as fast as a normal human can get, but monsters can have higher speeds to get in more attacks. The characters who move in a particular second make their moves in order of DEX. DEX and speed are related but partly independent (DEX is more or less eye-hand co-ordination, while Speed is a combination of that and agility). Have a look at the system -- it's very simple in practice and gives the right feel for a blow-by-blow fight. Jim Gardner, University of Waterloo