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13

This shouldn't be too hard to cobble together. Here's an attempt: You as the GM privately make the die choice for all of your NPCs. Do not reveal the outcomes. Each player then privately messages you their choice. I'd recommend numbering your combat rounds and having that be part of the message for clarity. Everyone's now made their choices without being ...


9

How many spear-fighters can effectively attack a human-sized target at once? More than it takes to kill any human-sized target that can be killed with spears at all. Historically, spears were used either as (short) distance weapons, as a protection against cavalry charges, or in formations such as the Phalanx, where keeping the formation's (usually ...


8

I would say that it depends on the length of the spear. A unit using sarisa would be far more formidable than a unit using Hasta. Halberds would be in the middle but are used quiet differently from spears. Pikes again would be formidable to face as a single fighter against a unit. If said fighter was surrounded, the situation is even worst. So, let's ...


6

I first tried using 28mm miniatures to test this for you. I managed to get 9 spearmen to stab a single other 28mm miniature, but I had to take into account the width of the bases (which are larger than the size of a real man). I tried again with 1/72 miniatures and managed to get 11 spearmen to stab the same guy, but they had medieval pikes (1.5 times the ...


5

If your online tool is real-time and you know lag isn't a problem, you can use a clause in the game itself to resolve the problem. A player who fails to reveal their die on command after having the chance to choose it automatically loses initiative (p. 74). In chat, you can do like so: Seneschal: A fight! Okay, moving to combat rounds. Ready? Player ...


4

I'm not all that familiar with TROS, but researching it, there are a couple of differences. For a punch, damage is STR - 2, or STR - 1 if your hand is covered in something hard. For a kick, damage is STR - 1, or STR if striking surface is covered in something hard. So yes, there is a damage difference between leg and hand strikes. Range is different, all ...


3

It's a little out there for this site, but if you're at all familiar with Perl programming, I've written a dicebot that can do similar things (assuming you're using IRC): https://github.com/yamikuronue/LogiosBot In addition to having a dice-rolling module ready to go from the repo, take a look at the Apples module. It's got a similar feature in that every ...


2

Obvious to us amateur game designers that the more dice in your pool (the more skilled the character) the MORE likely you are to roll a fumble. A poor design choice IMHO, and one of the few broken rules in an otherwise great game system. Except ... you're wrong - the more dice you roll the less likely you are to get a fumble. It works like this: To get ...


1

I don't completely agree with Dale M's answer. Yes, the overall chance of fumbling might be less because the chance of failure decreases. I believe you should look at the chance of fumbling given that the character has failed. An expert has less chance of failing, but when he fails he has a bigger chance of failing spectacularly, which seems indeed ...


1

The most important thing to understand here is that the Missle Pool is NEVER in contest with the Combat Pool. It works completely differently. Melee fighters or... targets, don't have a lot of options to deal with missle weapons. I'll break down the general rules then go to your examples. Get behind cover If you are behind something they can't shoot ...



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