daxos232 wrote:
They were satisfied, I really was not. I'm thinking up a few things to make combat faster and simpler, but still keeping combat dynamic.
First idea, have each PC only know about 2 or three Combat Manuevers of their choice. They won't have to scratch their heads looking at the full Combat Manuevers sheet making a decision.
Isn't this pretty much how it usually works out, players have two or three of their favorite CMs they generally fall back upon? I generally like to have them mix it up a bit more than they do, and it seems the best way to do this is to have an NPC *show* them how effective a combination of the non-standard CMs (Trip, Blind) can be.
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Second idea, maybe remove hit locations and have PCs use a total of CON + SIZ instead.
This can speed things up quite a bit... as well as amp up the lethality. And it is pretty standard for mooks, per page 146 (average of STR and CON). You can still use locations for "flavor," as a guide to describe who was hit where.