I've mentioned before on some previous posts that I have a group that does not like MRQ2's/Legend's RAW combat. They find it to be too slow, taking all those CA one at a time, going around the table several times in a round. We use a house ruled system based of of BRP's Classic Fantasy.
I however really like MRQ2/Legend's RAW combat. I understand the idea that it is one of the best ways to simulate the ever changing situations in the field of combat.
I've already tried tokens and such to keep track of CA (they didn't like it). However I thought that maybe if I could speed up the players themselves into making decisions faster, it would add speed and a sense of fear/excitement to combat.
I was thinking of a stop watch or something similar. Maybe 5 or 10-12 secs for your CA. If you don't give me answer, the player loses his turn. Can't decide to evade or parry? Well that sword coming at you just split you from collar bone to crotch.
I know this idea may fail, I'm alright with using the system we have right now, it works and I will be content because we still enjoy it. I know this idea may also be extremely messy, loud, frantic, and difficult. Practice may remove the messy and difficult part. What do you think, or what does your group do to make combat exciting/fast?
I however really like MRQ2/Legend's RAW combat. I understand the idea that it is one of the best ways to simulate the ever changing situations in the field of combat.
I've already tried tokens and such to keep track of CA (they didn't like it). However I thought that maybe if I could speed up the players themselves into making decisions faster, it would add speed and a sense of fear/excitement to combat.
I was thinking of a stop watch or something similar. Maybe 5 or 10-12 secs for your CA. If you don't give me answer, the player loses his turn. Can't decide to evade or parry? Well that sword coming at you just split you from collar bone to crotch.
I know this idea may fail, I'm alright with using the system we have right now, it works and I will be content because we still enjoy it. I know this idea may also be extremely messy, loud, frantic, and difficult. Practice may remove the messy and difficult part. What do you think, or what does your group do to make combat exciting/fast?