Okay, I just recently ran a game and have a lot of questions to ask relating to combat.
Okay…so! First thing’s first…I want to use a grid system like the one detailed in the d20 modern core rulebook. I’ll be using grid paper for the battles, and pre-rendered images for the battle scenes (I’ll be printing the grids on see through paper and putting them over the graphics). At least, I THINK this is a good way to go about doing it. Here are my questions:
[ol]
[li]What’s the best way to use a grid system? My idea for the paper and pre-rendered backgrounds seems like it’ll do the job but obviously the players will end up fighting in areas where I don’t expect them to. How do you guys all handle combat setting in your real life games? [/li][li]The grid is necessary because I’m going to be using things like Attacks of Opportunity (last game, the combat was dull because it was too round-based), and charging (my players seemed to think running towards an enemy and attacking was something that required more thought than it does). I’m NOT using grapple, but I may in the future–if I see the point to it, anyhow. Should I draw crude settings right on the paper for more dynamic environments? That would slow the game down seriously…[/li][li]Charging and AoO’s. I know how charging works–basically it lets you run in combat. AoO’s seem to be to break up and give realism to the round-based combat approach. [/li][li]How do you guys keep track of your enemies? The way I do it seems to be too tough to do quickly. [/li][/ol]
I almost never use the grid, I try to keep a mental map. If their are a large number of combatants, I might draw a little crappy map.
You should see Slayer’s focus actions in action :x Talk about nearly non-linear combat. Combine that with AOOs and rolling blocks and now you have chaos combat.
What’s a focus action? It might be a lot like our combat action system. Using a set amount of action points, we can allow the players to take a combat action where they roll a check instead of combat dice:
E.g., A player wants to jam a grenade into an open wound on the back of a spider, a player wants to cover himself with fish innards (really happened once), or a player wants to shoot the enemy in the leg to slow their pursuit, etc.
Is it like that?
a focus action is my own creation, a customized new combat system. It’s a lil complicated, so I can go over the standard d20 modern stuff.
But to answer your questions first:
- I almost always prefer using a grid for combat. My old dm used a laminated paper he personally made and used dry markers for walls and details. I also suggest some maps from where ever you can get them to have a collection of stuff to be prepared for when your players go somewhere.
2)Crude drawings of the environment are great, but find your personal syle for it. During my RL games i usually go for important details only.
Grappling is very useful, but it requires some understanding. Imagine being able to pin a spellcaster while a friend beats him with a stick
3)Charging is a full round action which allows you to move up to double your movement in a straight line ending with you attacking a single target. You get a +2 to that single attack, and a -2 to defense until your next turn. Aoo’s are really versitile and complicated when dealing with movement.
4)Keeping track of the enemies, i usually have standard stats for the lot, and keep notes on paper.
The focus action is a way to make combat more easier. Basicly it replaces the standard action and it’s used to represent where your attention is focused for that round.