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Blogotron Veteran
Joined: 04 Nov 2008 Posts: 723
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Posted: Thu May 23, 2013 11:08 pm Post subject: How do you mimic the tide of battle? |
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I am trying to think of a good way to model the constant give and take during combat. This is the sort of thing we see in pulp tropes (Indiana Jones vs the German boxer) and adventure stories ( any version of the Three Musketeers).
I am not looking to put it in every battle but I think it would add some spice to set battles.
What I am looking for:
--Unforced melee movement
--consequences of movement (ex. vs falling off a cliff)
-- and how do you determine movement occurs? Card draw? Dice roll? _________________ Savage Worlds doesn't even have a bell curve. It has a probability line that looks like it was drawn by a blind person in an earthquake. Anything can happen. |
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Starhawk Novice
Joined: 09 Aug 2012 Posts: 55
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Posted: Thu May 23, 2013 11:49 pm Post subject: |
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It's a lot easier to roleplay melee movement if you're just describing the combat, and not on a grid.
And for RPing the give-and-take of combat: make sure you're using liberal descriptions of the Shaken state. That fight between Indiana Jones and the giant airplane mechanic? Indy was Shaken at least once or twice, and recovered just in time to pull a Smarts trick on the poor guy... |
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amerigoV Veteran
Joined: 06 Jul 2009 Posts: 680 Location: Columbus, Ohio
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Posted: Sat May 25, 2013 6:10 am Post subject: |
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There was a similar thread on this not to long ago you might search. I'll throw this out again: use the Chase Rules and allow melee at any range with the penalty. _________________ I call Shinanigans! |
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Blogotron Veteran
Joined: 04 Nov 2008 Posts: 723
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Posted: Sat May 25, 2013 4:59 pm Post subject: |
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Using the chase rules would work in a one on one duel but they get a bit more cumbersome in larger set pieces.
I was thinking of linking it to the initiative draw once the combatants were in melee range. I was thinking I would link two suits, say clubs and spades, to the tide of battle, spades indicating diagonal movement and clubs indicating cardinal movement. the only affecting cards would be the Jack through the Ace, each representing one (thru 4) unit of movement. If the two combatants both get affecting cards you just combine them. This means the potential to stay in one spot exists but it would not be the norm. Advantage would be dictated by who has the better resulting map placement (does not have his back to the cliff) followed by better initiative. This could give the advantaged a simple plus one to a single non-damage roll that round even if the position remains static for more than one round. _________________ Savage Worlds doesn't even have a bell curve. It has a probability line that looks like it was drawn by a blind person in an earthquake. Anything can happen. |
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ValhallaGH Legendary
Joined: 25 Apr 2010 Posts: 4564
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Posted: Sun May 26, 2013 5:30 pm Post subject: |
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| Blogotron wrote: | | Using the chase rules would work in a one on one duel but they get a bit more cumbersome in larger set pieces. |
How so? Extras can be split into groups, and each wild card is getting their own cards anyway, which means as many sets are being dealt as in normal combat. The only complication is the Agility roll to get dealt action cards.
Plus, this isn't intended for use with every single combat; it's for fights that are meant to be especially mobile.
Note: "tide of battle" is the wrong phrase for what the OP wants. Tide of battle is a matter of morale and victory; like an ocean tide, the specifics details are confusing and practically impossible to discern, but the conclusion is obvious to even poorly trained observers - that one side is winning as the other is losing. The OP is looking at movement around a tactical battlefield, which is an entirely different issue. _________________ "Got a problem? I've got the solution: Rocket Launcher."
"Not against a Servitor."
"... We're all gonna die." |
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