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