So, to those experienced GMs and players out there, how would you recommend making combats in table-top short and snappy, but still interesting and full of good stories? Is there a best number of comabtants? Question inspired by last nights Dark Heresy game, run by the immensely creative
chromenewt another involving a horde of mooks, who provided much drama
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Big combats will be slow - but they can be memorable if they go well, and are worth doing occasionally.
Pick a system with a 'cinematic' approach to mass combat. If the game doesn't do that, cheat so as to make it seem as if it does.
1) Do as much as you can in advance, so as to speed up the mechanics. Spreadsheets with randomised dice rolls and as-far-as-possible pre-calculated results are your friend.
2) If it's really large mass-combat, with many NPCs on the PCs' side, work out some averaged figures for how NPCs vs. monsters should work out, stick a bit of randomness on top, and spreadsheet the results.
3) Never rely on PCs retiring or losing to get to a combat result that fits the story. Players sense when this is done, and will be horribly tenacious in making sure it doesn't work.
4) Make sure that some of the opponents in nay fight have distinctive characteristics / descriptions. Not all of them have to, but enough that not all of them are just nameless cannon fodder.
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Just to give an idea, DH is very similar to Warhammer Fantasy RPG. Difference is that there's more emphasis on long range combat than the predecessor. One idea that we came up with is to abolish the dodge roll for ranged combat unless the appropriate talent is owned. Dodging bullets should be bordering on the supernatural, not something that mooks and low level PCs can do.
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A line for each monster, each round, with (using fairly generic terms - you'd need to modify to suit the mechanisms) the attack it would use, their (randomised) dice roll(s), the armour classes that it would affect, and the damage it would do.
You then just say monster A attacks PC B - check any modifiers and see if it hits B, and read off the damage it does then cross through that line so you don't use it again by accident.
Stick a description above the monster, so instead of reading out "Monster A", you say "The X that smells of eels", and that's it.
The trick you're trying to achieve is to get back to the players running their characters more quickly, by not being bogged down by the dice rolling and calculating for monsters.
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And thanks for the compliment. ;)
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Some people roll one initiative/defence roll (if your system has these) at the start of a fight and each character uses this until a future fight when it's re-rolled. This sometimes screws, sometimes makes you superfly but it *does* speed things up as everyone knows exactly when their turn is (Simon English used this a fair bit).
Alternatively if you don't want to shorten the fights but make them more fun then allow people (to a point, no making complex plans mid barney) loads of dialogue time during fights to bellow insults and flowery kiss off lines at one another - maybe no suitable for DH but then again some latin verse extolling the emporer while mowing down unbelievers never goes amiss.
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Real DMs just roll the dice for the sound they make anyway.
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If small, one way would be to get the players to roll for both their own attacks and the ones against them, freeing the GM of most work.
If large, I remember an AD&D2? Mass Combat for Dark Sun system where groups fought groups and groups with a PC did better. When the combat roll was made it effectively decided how many from each side were removed from combat.
If the group was reduced to just the PC then go back to individual combats?
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Ooo - I like this. I think our group is grown-up enough not to flange if they can see the stats of the mooks, and then apart from rules queries, a turn could be a lot more talky 'I swing wildly at the monster who smells of eels and crush his left arm, but he dives under my guard and gets a lucky stab past my Uplifting Primer. I'm looking at bit wobbly.'
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