[Houserule] No action economy and faster combat
Posted: Fri 29 Mar 2019, 13:58
So I've played a few sessions now and, coming from story games (mainly Powered by the Apocalypse engine), I got enamored with the concept of no turn order, no action economy. It makes everything much more dynamic and a lot simpler.
Furthermore, after a few session, I felt the combats where a bit too slow to my taste. I though they'd fast as STR score is on average 3-4 but it still required a bit too much rolls for my taste:
Roll for attack, reroll if you push, then opponent rolls for Dodge/Parry, then rolls for Armor, and repeat that for every character and NPC. You're literally throwing hundreds of dice in a single combat.
So I've come up with these rules to eliminate the action economy and speed up combat by making NPC roll only for their attack.
So here goes. If you want to comment, please do keep an open mind. What purpose will a comment like "Well then why don't you play Dungeon World then"? To that I answer : "I like cheese. And I also like bread. Have you heard of that thing called a grilled cheese?"
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No action economy
Describe what you want to do on your turn, the GM will tell you what’s possible or what might take more than a turn. Rule of thumb is your character should do something interesting in his turn, and usually ends with a dice roll.
For example, if your character needs to find a rope and a grappling hook in his pack, tie them together, then run to the next room to try to throw it on the other side of the chasm, that’s fine. Way more fun than being told he can only take the rope and tie it together, then next turn he’d have to run to the next room and then two turns later only can he try to throw it.
Simpler actions
Without action economy, you don’t need to track and mechanize every single possible action a character can do in a turn. The character just describe what he wants to do, the GM determines which check it requires (if any) then narrate the result.
Dodge/Parry
Since there are no action economy, when declaring a Dodge or a Parry, the character will need to spend 1 Willpower or suffer 1 Agility damage (his choice) to be able to roll.
The GM don’t roll for the NPCs Dodge or Parry. Instead, they automatically gain 1 success for each WP they spend.
Armor for NPC
Instead of rolling Gear dice for armor, divide the NPC armor value by 4 (rnd-up). This number act as a penalty to the attacker’s roll, lowering the number of dice they will roll.
1-4 : -1
5-8 : -2
9-12: -3
13+ : -4
Furthermore, armor and weapon degradation isn’t tracked for NPC.
Pushing rolls for NPCs
The GM don’t push rolls for NPCs. Instead, they can spend 1 Willpower to gain a success.
Furthermore, after a few session, I felt the combats where a bit too slow to my taste. I though they'd fast as STR score is on average 3-4 but it still required a bit too much rolls for my taste:
Roll for attack, reroll if you push, then opponent rolls for Dodge/Parry, then rolls for Armor, and repeat that for every character and NPC. You're literally throwing hundreds of dice in a single combat.
So I've come up with these rules to eliminate the action economy and speed up combat by making NPC roll only for their attack.
So here goes. If you want to comment, please do keep an open mind. What purpose will a comment like "Well then why don't you play Dungeon World then"? To that I answer : "I like cheese. And I also like bread. Have you heard of that thing called a grilled cheese?"
------
No action economy
Describe what you want to do on your turn, the GM will tell you what’s possible or what might take more than a turn. Rule of thumb is your character should do something interesting in his turn, and usually ends with a dice roll.
For example, if your character needs to find a rope and a grappling hook in his pack, tie them together, then run to the next room to try to throw it on the other side of the chasm, that’s fine. Way more fun than being told he can only take the rope and tie it together, then next turn he’d have to run to the next room and then two turns later only can he try to throw it.
Simpler actions
Without action economy, you don’t need to track and mechanize every single possible action a character can do in a turn. The character just describe what he wants to do, the GM determines which check it requires (if any) then narrate the result.
Dodge/Parry
Since there are no action economy, when declaring a Dodge or a Parry, the character will need to spend 1 Willpower or suffer 1 Agility damage (his choice) to be able to roll.
The GM don’t roll for the NPCs Dodge or Parry. Instead, they automatically gain 1 success for each WP they spend.
Armor for NPC
Instead of rolling Gear dice for armor, divide the NPC armor value by 4 (rnd-up). This number act as a penalty to the attacker’s roll, lowering the number of dice they will roll.
1-4 : -1
5-8 : -2
9-12: -3
13+ : -4
Furthermore, armor and weapon degradation isn’t tracked for NPC.
Pushing rolls for NPCs
The GM don’t push rolls for NPCs. Instead, they can spend 1 Willpower to gain a success.