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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:
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:
- 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?
- 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...
- 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.
- How do you guys keep track of your enemies? The way I do it seems to be too tough to do quickly.