A fourth action would be rolled at 1/8th dice pool. If they want to take a third action, have them roll it at one quarter dice pool. If a player has already acted and wants to take a second action without celerity, have them roll the second action at half of it's usual dice pool. ![]() Just have players declare their actions on their turn right before they roll. You can roll 1 die for the enemies and use their individual stats to determine their initiative.įuck the declaration phase. Rather than roll initiative every turn, have players roll once at the beginning of combat and use the same initiative rating for the rest of combat unless a character decides to take a turn to "refocus" a-la D&D 3rd edition. There's ways to tweak the rules to run a little smother: definitely check out the NWoD rules as they tend to run faster in combat, but I'm not a big fan of them personally.Ī couple of suggestions to speed up combat: I know how it is when 30 seconds of in game time stretches out to a 3 hour epic of dice rolls and success comparisons. ![]() The times when combat drags on are the pitts. Maybe more Malkavian Antitribu and City Gangrel are waiting obfuscated to surround the PC's, and they break invisibility sooner than initially planned when things start to go badly for the bad guys. Maybe the Giovanni the Pc's are trying to kill uses Daemonic Summoning on the now deceased enemy to bring him back as a Walking Dead, tougher and more resistant to pain and injury. If you need to throw more bad guys in as re-enforcement, there's plenty of ways to introduce them into an existing fight without seeming like you're just doing it for the hell of it: maybe the fact that the gangrel just one-shotted the big bruiser the bad guys were counting on to pound the PC's sends one of them running off, only to return a few minutes later with more heavily armed comrades. If it's a filler fight, let the too-easy wins stand, because players love to see their characters absolutely decimate the enemy on a lucky roll. The times when combat is "too easy" shouldn't really be an issue, unless it's supposed to be a climactic battle and turns into a 30 second knock-out. Then suddenly the same combat situation would take an hour.ĭoes anyone have any ideas how to go about this? They can miss, their damage can be soaked, they're out of range, etcetera. ![]() In those cases, fighting 2 or 3 enemies can be over in 10 minutes.īut people aren't always lucky. What happens is that sometimes combat is too 'easy' our Gangrel rolls lucky and eviscerates an enemy, or our Brujah absolutely cripples somebody, or some enemy gets a full shotgun blast in the face. We usually face 3 to 5 enemies, there's 5 of us. Ghouls, Vampires, Zombies, that sort of stuff. We usually fight multiple enemies at the same time. That doesn't mean that we treat the entire game as a videogame, it does mean that our campaigns probably feature more combat and exploration as other people's campaigns. We're huge gamers, and by that I mean video gamers. We try to stick to them, try to get them right but not religiously so. ![]() Some have played oWoD before, most of us haven't. Some of us have Pen&Paper RP experience, some of us are new. We're a Gangrel (Protean/Fortitude), Tremere (thaumaturgy 4, no combat-focused paths), Brujah (Potence/Presence), Malkavian (full Dementation), Torreador (strong firearms), Ventrue (No idea, he's usually the ST, the Torreador was ST last game). We like to throw in a bit of combat in our campaigns every now and then, however, combat scenarios can take up anything from 10 minutes to 60 minutes, seemingly at random.
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