Combat : less bookkeeping, more narrative ?
Posted: Sun Apr 19, 2015 9:09 pm
Dear team,
I find myself struggling a bit with the combat mechanics when there are many opponents. As much as I like TOR's combat system I sometimes feel inclined to simplify it, maybe because I like combats quite short, keeping the focus more on the narrative side and less on the bookkeeping. For instance I always fail to keep track of (or even think about using) Hate scores for adversaries even if I use dedicated templates or tap counters or whatever accessories. I guess it's me : when my brain is focused on the visual / narrative, numbers kind of get in the way.
So I was wondering if some of you had developped sub-systems for making combats less number-intensive, especially when there are many adversaries involved ?
For instance when several adversaries are attacking one PC, I am thinking of having only one attack roll for the whole group, having a special bonus (like re-rolling the feat die as many times as there are adversaries, and keeping the best result), instead of rolling specific attacks for all adversaries. Also I am seriously considering having a different (=lighter) approach for handling wounds for adversaries, with less emphasis on counting Endurance loss.
To increase the narrative I have started to build some "Effect cards" which can be used when drawing a Gandalf Rune or an Eye, with specific effects on them, and this has worked well in large combat situations like the Battle at the Old Ford in "Kinstrife and Dark Tidings".
I would keep the full combat system for dealing with important foes, but for random / minor encounters, I think I need to make a few changes to make my life easier.
Have some of you sometimes felt the need to make the (already not so complex) combat system a bit lighter in some situations ?
I find myself struggling a bit with the combat mechanics when there are many opponents. As much as I like TOR's combat system I sometimes feel inclined to simplify it, maybe because I like combats quite short, keeping the focus more on the narrative side and less on the bookkeeping. For instance I always fail to keep track of (or even think about using) Hate scores for adversaries even if I use dedicated templates or tap counters or whatever accessories. I guess it's me : when my brain is focused on the visual / narrative, numbers kind of get in the way.
So I was wondering if some of you had developped sub-systems for making combats less number-intensive, especially when there are many adversaries involved ?
For instance when several adversaries are attacking one PC, I am thinking of having only one attack roll for the whole group, having a special bonus (like re-rolling the feat die as many times as there are adversaries, and keeping the best result), instead of rolling specific attacks for all adversaries. Also I am seriously considering having a different (=lighter) approach for handling wounds for adversaries, with less emphasis on counting Endurance loss.
To increase the narrative I have started to build some "Effect cards" which can be used when drawing a Gandalf Rune or an Eye, with specific effects on them, and this has worked well in large combat situations like the Battle at the Old Ford in "Kinstrife and Dark Tidings".
I would keep the full combat system for dealing with important foes, but for random / minor encounters, I think I need to make a few changes to make my life easier.
Have some of you sometimes felt the need to make the (already not so complex) combat system a bit lighter in some situations ?