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Pen & Paper Roleplaying Central => Pen and Paper Roleplaying Games (RPGs) Discussion => Topic started by: James J Skach on March 20, 2007, 04:25:01 PM

Title: Simultaneous Combat
Post by: James J Skach on March 20, 2007, 04:25:01 PM
I've seen this term used to refer to a few different concepts.
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Title: Simultaneous Combat
Post by: beeber on March 20, 2007, 07:52:23 PM
i've only ever heard of it as concept c.  

tried it for a few sessions (don't remember what game, sorry) but nobody really cared for it.  felt lacking somehow.
Title: Simultaneous Combat
Post by: John Morrow on March 20, 2007, 08:21:50 PM
Quote from: James J SkachYour Experience:[LIST=a]
  • Have you used any?
  • Which one(s)?
  • What were your experiences?

I've used "C" in Fudge and it worked very well for my group.
Title: Simultaneous Combat
Post by: flyingmice on March 20, 2007, 09:23:54 PM
I'm using definition c in my latest game, In Harm's Way: Aces in Spades. for dogfights, but only while neither plane is following the other. In that case, the following plane can elect to follow the first plane so as to maintain the advantage, attempting to do the same maneuvers as the leading plane. I use slips of paper on which the players and myself write down the maneuver we are intending to execute, then we resolve the maneuvers.

-clash
Title: Simultaneous Combat
Post by: Jaeger on March 20, 2007, 09:41:32 PM
I have also only used some thing close to the "C" variation myself...

This is how Riddle of Steel handles combat - you determine who's attacking and who's defending, then declare who's trying to do what to whom, and you go at it.

It's actually a bit more than that, as attackers declare actions before defenders - but all the action in a round does go off "at once" in game time.

And there are ways to determine if PC 1 get's off his arrow shot on NPC 3, before NPC 3 can strike the death blow on PC 2. (If and when that becomes an important issue.)

I find it far better than the traditional "I go - U go" initiative systems. In fact, at this point I find rolling for initiative downright annoying... very annoying in fact.  

To the point that I port over this "initiativeless" system into other dice pool games.
Title: Simultaneous Combat
Post by: James J Skach on March 20, 2007, 10:08:56 PM
Quote from: JaegerAnd there are ways to determine if PC 1 get's off his arrow shot on NPC 3, before NPC 3 can strike the death blow on PC 2. (If and when that becomes an important issue.)
Can you provide some more information on this particular aspect?
Title: Simultaneous Combat
Post by: stu2000 on March 20, 2007, 10:29:46 PM
T&T works like C. Missile combat happens before melee, so the exact example doesn't apply. But if--in the melee--a PC wants to do something before an NPC--say, throw another PC a rope before the NPC closes on him--we roll a Speed contest before we resolve the melee. If the PC wins, he can make the attempt. If he doesn't, the melee happens next. The PC can try again before the next melee round, or he can opt out of fighting in the melee to take another during the round. But melee results will be applied, and if hius side takes hits, he'll take double hits because he wasn't defending.
Title: Simultaneous Combat
Post by: Jaeger on March 20, 2007, 11:13:19 PM
Quote from: James J SkachCan you provide some more information on this particular aspect?


But of course,

  In TRoS you have a Reflexes stat (in other die pool systems there is a comparable stat like Dexterity, Agility, etc...)

  What we do (and how it's done in TRoS) Is have a contest of reflexes roll. Where each side rolls a number of dice equal to thier reflexes stat and the one with the most successes goes first. Ties still mean things happen "at the same time".

 This can be highly entertaining. Especially when you have two opponents who both go on the offensive.

    Yes, you guessed it, with both going on the offense there is no defense to be had for the poor bastard who loses the contest of reflexes. This results in either swift one-shot kills (or at least very bad woundings), or rather spectacular displays of simultaneous destruction when a tie occurs.

Naturally I only port this over to games that have some kind of Hero/fate/artha points or spritual attribute mechanic, that can help boost certain important rolls. Anything less would be very harsh.

With small modification I have found it to work perfectly in oWoD, Hollow Earth Expedition, And Shadowrun 4.


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Title: Simultaneous Combat
Post by: James J Skach on March 21, 2007, 10:53:03 AM
Quote from: JaegerBut of course,

  In TRoS you have a Reflexes stat (in other die pool systems there is a comparable stat like Dexterity, Agility, etc...)

  What we do (and how it's done in TRoS) Is have a contest of reflexes roll. Where each side rolls a number of dice equal to thier reflexes stat and the one with the most successes goes first. Ties still mean things happen "at the same time".

 This can be highly entertaining. Especially when you have two opponents who both go on the offensive.

    Yes, you guessed it, with both going on the offense there is no defense to be had for the poor bastard who loses the contest of reflexes. This results in either swift one-shot kills (or at least very bad woundings), or rather spectacular displays of simultaneous destruction when a tie occurs.

Naturally I only port this over to games that have some kind of Hero/fate/artha points or spritual attribute mechanic, that can help boost certain important rolls. Anything less would be very harsh.

With small modification I have found it to work perfectly in oWoD, Hollow Earth Expedition, And Shadowrun 4.


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Please bear with me - I'm trying to get my head around it so I have a lot of questions.

How do you deterimine when you have to deploy the mechanic? I mean, if you're doing it every combat round, than it seems like it's just a group initiative. If not, then what triggers it?  Is it something important like a deathblow? Is it anytime the effects of the combat affect something else happening?
Title: Simultaneous Combat
Post by: Jaeger on March 21, 2007, 12:37:06 PM
Quote from: James J SkachPlease bear with me - I'm trying to get my head around it so I have a lot of questions.?

 I understand, I have found that it is hard for people to get their head around when they are used to the traditional "roll for initiative, and everyone goes in turn."  In actual play they catch on quickly, but trying to explain over the internet is not the best way.

Quote from: James J SkachHow do you deterimine when you have to deploy the mechanic? I mean, if you're doing it every combat round, than it seems like it's just a group initiative. If not, then what triggers it?  Is it something important like a deathblow? Is it anytime the effects of the combat affect something else happening?

Basically the area I italicized. If shooting your arrow into the bad guy will affect whether or not your frind dies is but one example.

Probably abetter way to put it will be:

"Anytime the actions of one participant would have an effect on the actions of another."

Now if two guys are going at it toe to toe this resolves itself. It only really comes into effect  when you have mutual attacking scenarios, or are trying to determine the timing of missles in melee combat.


I'm not sure exactly what you mean by this question. Do you mean the contest of reflexes, or the determining of attackers and defenders??
Quote from: James J SkachHow do you deterimine when you have to deploy the mechanic? I mean, if you're doing it every combat round, than it seems like it's just a group initiative. If not, then what triggers it?
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