How to handle the complexities of combat.

GameHermit

Mongoose
First of all...this is not meant to be negative in any way...LOL...it's more of a limitation on my part to be able to keep up with the combat system in Legend.

I love the way the rules are written...my problem, however, is that I'm afraid I won't be able to keep up with all of the checks, weapons/shields comparisons, combat actions and maneuvers earned once combat gets hot and heavy. When I read through the combat section, then the sample battle, I began to wonder how difficult managing combat would actually be.

Any ideas?

Thanks,

Jack
 
I don't find it too bad. Once you get the rules under your skin, you tend to be able to handle it rather quickly. I think most combats go faster than their equivalents in D&D 3.x.

- Dan
 
GameHermit said:
I began to wonder how difficult managing combat would actually be.

Any ideas?

A little cheatsheet on the CMs, if you don't already have it:

http://www.mongoosepublishing.com/pdf/rqcomman.pdf

I have tracked the number of CAs with coins or poker chips. It can get a bit tricky and complex when you have players delaying actions, using their offhand CAs in unexpected ways, etc. You want them to fight smartly and, as GM, you don't want to be so overwhelmed by their tricks that you can't also fight smartly.
 
Hi Lemnoc...thank you so much. I did not have this one. I noticed that the file is titled rqcomman...is this designed for Legends?

This is definitely going to help...thanks again :)

~ Jack
 
GameHermit said:
is this designed for Legends?

I think it is about 92 percent safe :D

There's been some discussion on these boards that perhaps "Choose Location" should be a critical only. YMMV.
 
GameHermit said:
I noticed that the file is titled rqcomman...is this designed for Legends?

Legend was called RuneQuest not too long ago :) That is why.

Oh, I can also agree to the advice of using poker chips. I use one type for normal CAs and another for bonus CAs.

You don't need to use miniatures, but I find it useful. If you do however, take note that the positions on the map are more abstract than usually, for instance in D&D. Subtle distances like the distance between being on Very Long Reach with a longspear, or being disengaged are not easy to gauge on the miniature board - so invent some markers for it or remember it by head. Regardless, just remind your players that it is more abstract positioning, so don't let a few milimeters ruin a charge etc.
At least, that's what works for me.

- Dan
 
I have that pasted on the back of the official GM screen (and a couple of other charts too).
I also use a combat tracker, which is dead handy, you can tick off CAs used, SRs etc etc..
I got it from the mrq wiki here:
http://mrqwiki.com/wiki/images/1/1e/002_CombatTrackingSheet.pdf
I find it very useful.


I run Pathfinder in addition to Legend, now I know the combat for both Legend and Pathfinder quite well, I think the Legend combat is easier to run, the Pathfinder combat is quite complicated actually.
 
The various weapon lengths are also not too bad I think.
I generally don't try to quantify the exact distance of the engagement.
Rather, if there is a significant difference in weapon length, I just remember who has the advantage over the other.

At the start of the engagement, the long weapon has "advantage" over the short. Short weapon basically can't attack.
After a succesful Closing Range maneuver, short weapon has the "advantage" over long, and the roles are reversed.
Keeping it "binary" in my head makes it easier to remember (for me anyways).

If you're planning bigger fights, the mook rules will help you keep your sanity.

I think you'll find that RQ fights can be over very quickly, which limits the complexity!

And Dan's advice is the best: don't worry about a cm. or two when moving or charging miniatures, it's not a wargame. The miniatures just help me remember who's fighting who.
 
danskmacabre said:
I have that pasted on the back of the official GM screen (and a couple of other charts too).
I also use a combat tracker, which is dead handy, you can tick off CAs used, SRs etc etc..
I got it from the mrq wiki here:
http://mrqwiki.com/wiki/images/1/1e/002_CombatTrackingSheet.pdf
I find it very useful.

Oh... thats a new one to me. Very nice!
 
Dan True said:
I don't find it too bad. Once you get the rules under your skin, you tend to be able to handle it rather quickly. I think most combats go faster than their equivalents in D&D 3.x.

- Dan

They sure do, as after 2-3 rounds one or both sides in Legend are dead or crippled!
 
Wow...thanks to all of you for the info :) I really appreciate everything...and @ danskmacabre...I'll definitely check out the material.

Thanks everyone!

~ Jack
 
One other tip. I have a laminator, so I laminated the combat tracker and record the combats with a white board style pen.
That way I can just wipe everything off after a combat and reuse it.
 
Another thought from my personal experience - don't despair. I was really excited about the combat system but then felt rather deflated after our first session where keeping up with the CAs and CMs felt clunky and counterintuitive. However, we persisted and by session 3 or 4 myself and the players had got a grasp on the system, it flowed much better, and we were using the CAs and CMs that we had found so awkward in a way that was both tactical and fun.

So there we have it - both a great game and it encourages persistence and moral fibre - you can't say fairer than that.
 
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