Jump to content

Recommended Posts

As much as I love real dice, I've got mine locked away due to small children in the house and a lack of wanting to lose them... so for me, it's going to be a dice roller program.... hopefully tzeentch will not be influencing it in any ways.... not that I trust the Machine Cult much more....

Mazer - I have spoken to Dos and splitting the kill-team in two is partly to make things run twice as fast. 

 

My thought so far is that, broadly speaking, a combat would go like this: 

 

- I roll initiative for everyone (otherwise I have to wait for ~7 posts, compile the initiative order, then people see if they want to roll fate.) 

- I present the initiative order, and people decide if they wish to re-roll using fate. 

- I set a time limit for people to choose their actions, otherwise I will choose something that makes sense. 

- Players post choosing their actions and a backup (or giving me any other information they need.) When they choose, they roll dice for their primary action. (At this point, it is important for the players to make me aware of any skills that might impact, or else they will be ignored.) 

- I then work through the initiative order and make things make as much sense as possible. Round over, I can update and people can choose again. 

 

My worry is that otherwise we wait for player A to post saying what they want to do. I then tell them what they need to roll. They then post with their roll. I then post telling them if it's successful or not. We then wait for Player B to post... something that takes five minutes on the tabletop could legitimately take weeks on the forum, with 80% of the players waiting doing nothing at any one time. 

 

The downside is that we might have some situations where, say, Player A and B both want to shoot a target. Player A kills it, so Player B's action doesn't make as much sense. I will then check Player B's post for their backup action. Much of my job is in smoothing things out. 

 

It also won't be as much of an issue when we have larger combats and different characters are fighting different enemies - then, you can get busy doing your own thing. 

 

 

I welcome your thoughts, but it strikes me this is largely the most efficient system given the limitations of forum-based roleplay and the fact that we're all busy people.

 

I

Once everyone has posted their action, I'll re-post Tyber's with some alterations based on the actions that he witnessed at the end.... other wise it feels out of place.

 

To everyone that has / will post, I am really enjoying the uniqueness of character to our chapters and characters to this, it gives insight to each other.

Other ways Ive seen it done is you divide it into chunks like: Fast PCs (good init) - Fast NPCs - Slow PCs - Slow NPCs but you let everybody post at their leisure then the GM can determine the logical sequence of events.

 

Or just as simply as the group rolls for init and if one member beats the npcs it goes PCs - NPCs otherwise NPCs - PCs

 

Your solution should work just fine.

Thanks everyone for the awesome posts and the useful feedback. I aim to have a post up about twelve hours from now. This one is a bit of an undertaking as we move from narrative time to structured time, so please bear with me!
Hey guys, I'm sorry but I'm not going to be able to get an update done tonight and tomorrow I am at Warhammer World. The update will be up on Sunday. You can continue to roleplay in the IC thread if you wish.

Hey guys, I'm sorry but I'm not going to be able to get an update done tonight and tomorrow I am at Warhammer World. The update will be up on Sunday. You can continue to roleplay in the IC thread if you wish.

 

Have a pint at Bugman's for me.:thumbsup:

 

I really enjoyed my trip there a few years back... besides this works better for me, my son's fifth birthday party is Saturday, with grandparents coming over on Sunday night so I'm a touch busy this weekend.

CM how high is the roof in the hold? And how tall are the boxes around the heavy stubber units?

 

Got to love jump packs and three dimensional combat spaces...

 

Edit:

 

Also how heavy are the containers?

Edited by Steel Company

KILL THEM ALL.

 

In other news, if Greysight kneels/or steps back a bit, Thorvald can do more damage there in crossfire.

 

Or everyone could deploy right in order to take advantage of my fusillade.

 

Just saying :smile.:

 

MR.

Edited by Mazer Rackham

Hi guys, thanks for the positive feedback. 

 

I appear to have already got a rule wrong - I didn't realise that the spent fate point gave you an automatic 10 to initiative rather than a re-roll. Thanks for that, Mazer - I will amend my post. 

 

I have added details regarding the cargo space you are in - the ceiling is about 15 metres high, and the crates in this room are about a metre tall, so waist height for the servitors and slightly less than that for you. Weight is... well, you'd have to see if you could lift or throw them, I suppose.

 

Slips and A.T., thanks for letting me know - I've looked up both of those rules. A.T., is that +10 Ag included on your stat sheet? 

No worries Mol - the Fate Point thing is more player-centric and Fate Points can do quite a bit - so players must remember what they can do  - the GM has enough on their plate!

 

I would also like to take a second to echo those above in the work with the maps and diagrams.  Top drawer stuff.

 

MR.

Edited by Mazer Rackham

Mazer, I would rule that you can see all the targets that you've mentioned. What did you mean when you said "RF not confirmed"?

 

Also, and this is probably tiredness - but if your required roll was 72 and you rolled 29, then you passed by 43. Isn't that 4 Degrees of Success (and so 4 extra hits)? 

CM, now that I've had a chance to really look at everything (thanks to my kids being down for a nap), like Solastion, when in solo mode Tyber's chapter solo ability lets him count as having lightning reflexes, this would push his initiative up by 4 more points.  Everything else looks good so far though I'm happy to say.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.