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14

There are really only a few ways to speed up combat, and most of them really depend on what is bogging you down. Here is the advice I'd give if you really want to make sure you get through as fast as possible: Limit Turn Time. This is the biggie, and you're already doing it with the carrot method (providing a chip worth a +1 to any d20 roll). That's great. ...


12

The Riddle of Steel The Riddle of Steel is an early 2000s indie RPG designed by a practitioner of Renaissance Martial Arts, Jake Norwood. The game has a unique combat system that models what you're looking for, I believe. I have written some more on TRoS on this site here You can check it out for yourself with the quickstart rules. The rest of the game, ...


8

I'm going to answer this question in a system-agnostic manner, as the question posed is one I've had to address a great deal in my own games despite never actually running Numenera specifically. (I tend to run superhero games, so it's quite a regular occurrence that I have to balance combats for a diverse group of character abilities.) Your first priority ...


7

Because they are different. Note, the water described in a marsh terrain is a "deep bog". The water described in aquatic terrain is just water. The environments are intended to be different and thus have different rules. The rules are not "complimentary" or additive. Total cover for being underwater is somewhat of an oversimplification of refraction and ...


5

RuneQuest, at least the old editions from the 1980s that I'm most familiar with, had the concept of Strike Ranks. An attacker's SR was based mostly, maybe entirely, on his weapon's SR (longer/faster = better) and Dexterity modifier. The game designers were said to have drawn on their experience in the SCA when designing the combat rules. In that edition, ...


5

I've been in this situation. Or rather, I've been in a situation similar enough: One of the PCs had started flying ("Who manipulates gravity"), and all the thugs attacking them were bound to the ground. I hadn't prepared for that situation, as that character had only just joined the group. Fortunately, Numenera has a convenient mechanic that works perfectly ...


5

Stealth is fun. Shadowdancer may be one of the most popular Prestige Classes in 3.5e, and that is solely due to the Hide in Plain Sight feat. Many players enjoy the thought of sneaking invisibly to the enemy and rolling insane backstab/sneak attack damage. Unfortunately, stealth in D&D is not always that fun. Now, the backstab part is awesome, and ...


5

Fighting flyers can be frustrating to flightless creatures. Fortunately, there are some tricks a monster can pull against a flyer, and further means for you as a DM to limit or negate the flyer's advantages. Before diving in, there's something worth noting: If your player is genuinely excited about playing a flyer (and not just about a cheesy "unbeatable" ...


4

Flying is completely asymmetrical. Because a flying creature can move in 3D, they have literally infinitely more options for movement and positioning than do grounded creatures. There is absolutely no response to it for most creatures. Ranged attackers tend to do OK, obviously, and of course anyone else with flight is fine, but melee, grounded creatures ...


3

Everquest RPG D&D 3.x OGL product based on the MMO world. It has a modification to weapons that incorporates things like weapon speed in order to create an interestingly complex change to the standard 3.x combat system as a whole. Basically the speed of a weapon influences the iterative attacks you get from it. e.g. a speed 5 weapon with a 10th level ...


2

The Rule in question: from Page 192, Blood and Smoke, or from Page 240 from God Machine Chronicles (and not in Demon). Stun Gun Die Bonus 0, Durability 2, Size 1, Structure 2, Availability •, ••, o r ••• Effect: A stun gun is designed to deliver an overwhelming amount of electricity to an assailant in order to shut down her ...


2

The feat Step Up triggers only versus a 5-ft. Step Following the link, you'll see that the 5-ft. step is a specific action. Although other actions allow movement of only 5 ft. these don't meet the feat Step Up's conditions as moving only 5 ft. is different from taking a 5-ft. step. The game provides no rationale It's unclear in the rules how the character ...


2

Two options: enemies die, players slaughter them easily, they waltz through this area. level up the enemies so that they present at least a smidge of a challenge. An easy way to do this on the fly is to have the enemies realize they are being out-classed, so that they pull back and regroup. Give them better weapons, have them call in a "leader" who ...


2

If waiting a round kills your fun, you need to learn a little more patience. Sure, the GM should have fun too. But if the rest of the group is supportive, and the player needs an extra round or two here or there to have fun with their character - man up and do it. That's really the bottom line, though I would go on to say that limiting Stealth to "a chance ...


2

So @KRyan is completely correct that flying is asymmetrical. Over time this becomes an absolute problem for really everyone. Your 12th-level two-handed fighter is basically useless against a dragon unless he's running around with a flying carpet or some version of the Fly spell. As Pathfinder is designed there are really two important methods that melee ...


1

Shadowrun Melee weapons have a 'Reach' attribute (and some creatures have extra reach) that adds extra dice in melee combat. Polearms are usually a 2, whereas a katana is a 1, and a dagger is a 0. Speedy characters (i.e. ones enhanced with cyberware or magic) can attack first (and depending on the eddition, more often), but there are no weapon-specific ...


1

Are the enemies smart enough to realize they can't harm their opponents? If so, they should probably flee, with any plot/character ramifications that entails. No reason to stick around when you have no chance of winning. Then again, if you want to have a fight at that point in the adventure, it's perfectly acceptable to increase their damage, along with the ...


1

At least at low levels, this is not as one-sided as it appears. Hovering like that requires a DC 15 Fly check to remain in flight, and until the character has invested some skill points and gained some levels, that's not an automatic success. At later levels the problem remains, although there are other sources of flight available by this point.


1

Wow. 25-30 rounds per encounter, and it takes an hour to resolve? Consider my mind blown. That means each round takes about two minutes. That's 20 seconds per person assuming a six-person group to complete every character and monster action and all the interstitial chatter in between. Typically, D&D 4e gets complaints of "taking too long" thrown at it ...


1

From my experience, gunslingers are just not going to end up doing as much damage as other combat focused characters. Damage isn't everything though and they are quite powerful in their own way. Being able to deal damage vs touch AC with a weapon is incredibly powerful. A fighter has the best BAB you can get because it needs it. He needs to be able to beat ...



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