alternate combat system

daxos232

Mongoose
Unfortunately my PCs don't like MRQ2's combat system. They complain about how they don't like going around the table multiple times for a single action. They still love the combat manuevers though. I can understand and I'm trying to make a system akin to D&D. Major Action, Minor Action, Movement, and all that jazz.

The only problem I'm having is sorcery. The multiple combat actions it takes to customize the spells features have me stumped. I'm not sure how to go about intergrating it.

Other than that my PCs love MRQ2.
 
daxos232 said:
Unfortunately my PCs don't like MRQ2's combat system. They complain about how they don't like going around the table multiple times for a single action. They still love the combat manuevers though. I can understand and I'm trying to make a system akin to D&D. Major Action, Minor Action, Movement, and all that jazz.
Is it the bookkeeping that they don't like? I have found that with the right props: poker chips, flat glass bead counters, etc. it gets way easier to keep track of who is doing what, when, and with what bonus/penalty.
 
Are you sure this isn't just a semantics problem? If you called "Actions" "Turns" the problem might go away...
 
languagegeek said:
daxos232 said:
Unfortunately my PCs don't like MRQ2's combat system. They complain about how they don't like going around the table multiple times for a single action. They still love the combat manuevers though. I can understand and I'm trying to make a system akin to D&D. Major Action, Minor Action, Movement, and all that jazz.
Is it the bookkeeping that they don't like? I have found that with the right props: poker chips, flat glass bead counters, etc. it gets way easier to keep track of who is doing what, when, and with what bonus/penalty.

in my game every one uses a D6 to keep track of combat actions. It works.
 
We use beer bottle caps to keep track of actions. When they use an action they set aside 1 beer cap or hand it to me. I don't know why they don't like it so much. I got the impression they didn't like me taking their beer caps! I don't know. It might have something to do with how we were very tired and it was 2:30 in the morning.

I don't really want to change the system, I might refer to actions as turns like Kinture suggested. Any further suggestions or ideas?

I did figure out how to implement the sorcery into the new system, so that is no longer a concern.
 
daxos232 said:
The only problem I'm having is sorcery. The multiple combat actions it takes to customize the spells features have me stumped. I'm not sure how to go about intergrating it.

What about the following rule :

In order to cast a sorcery spell, one has to gather a number of concentration tokens equal to 1 plus the number of manipulations in the spell.

The following actions are available:

Concentration - Standard Action : Get 2 Concentration tokens;
Quick Concentration - Move Action : Get 1 Concentration token;
Spell Casting - Standard Action : Get one Concentration token, and cast the spell.
 
I also abandoned the CA idea. People here seem in love with it, but my group kinda hates it. I guess people who say it's all semantics have a point, but it's still too cumbersome for us to use.
As I posted way back when there are also balancing issues where a mage can wield 2 swords and have a free CA to use for spells. This is of 'course powerplay and can be houseruled away but I don't like to put patches onto the system like that. I want a clear rule that works all the time.

Right now I am basically using BRP/OpenQuest rules regarding turn taking. Everybody has a turn where they can "move + attack" or "move*2" like OpenQuest. Parrying/Dodging/Reacting is a "free action" but it incurs into cumulative penalties (-15% on Parrying, -30% on dodging) when performed during the same turn.

For sorceries that are not instantaneous, you simply skip turns. This is like summoning spells in D&D. It seems to add some tactical depth. Mages can shoot as powerful spells as they want but they need to take time to do it (and combat is mercilessly short). Also it forces the party to protect the mage when casting, which is interesting
 
Thanks for all the ideas guys. I remembered that Classic Fantasy for BRP has a kind of D&D like conversion for actions. You still have CA and players can have different numbers of CA but you take them all at once, can only attack or cast one spell on your turn, and only use two CA for moves. I think my players will like this system.

For sorcery spells, each feature that they manipulate will cost an additional CA in their turn. Not sure whether I will allow half movement rate while casting.
 
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