Quickened Combat?

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Nekira Sudacne
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Unread post by Nekira Sudacne »

shouldn't take all that long. what are yours, and your opponest, general bonuses?

I notice combat takes longest when both sides have +5 or higher to strike, parry and doge, as the exsact die rolls don't make quite as much difference.
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Unread post by sinestus »

gotta agree on that one

once we envoked the "five second" rule, we no longer had guys pondering their moves, or pouring through the core rulebooks for options...

you have five seconds,
period.

after that, it's assumed you do nothing

thus your players will start pre-determining their moves... figure out what combos work best.... and thus be ready for that knife to the ear when it comes...
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Mantisking
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Unread post by Mantisking »

We've eliminated the back and forth attacks from the system. Now everyone takes all their attacks in a row in order of initiative. This hoses the Lightning Kata from Muay Thai, but the style's not too prevalent in our gaming group.

I've always tried to string together my character's HtH attacks so that they flow. But that's just me. :)
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Mantisking
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Unread post by Mantisking »

Originally posted by Macksting.
How do you handle dodges?

Originally posted by Tyciol.
My guess is he makes them all automatic, or only parries, or something like that.
Yup, all Auto. Dodge. Since Automatic Dodge is useless under the current N&S rules, it doesn't really matter much.
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Cranus
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Unread post by Cranus »

Another means of speeding up combat is "combined dice rolls". When the attacker rolls to strike both its damage dice is rolled as well as the defender's defense roll. Or one could wait to roll damage dice until the defender rolls to roll with the attack (provided they can).
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Unread post by Mantisking »

Originally posted by Tyciol.
Automatic Dodge is actually very useful by the N&SS rules. Only having to spend your first attack instead of lots of attacks for dodging each round is great.
Yeah, that's great. You have to have Initiative to use it though.
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