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Combat Round Actions

I've been tweaking my Combat Round Actions a bit...



=============================================
INITIATIVE
=============================================

15 second CT Combat Round

Each round, we roll Initiative. Characters act on their initiative unless they Hold their action.

If you "Hold" your action, you're waiting to see how the combat round develops before you move, at the expense of letting those who move after you a chance to act before you (possibly wounding you before you've even had a chance to act).

With Initiative, lower is better. If a character moves on an Initiative of 5, and he holds his action, he will move on 25 (Holding action requires +20 to the Initiative roll).



=============================================
MULTIPLE ACTIONS
=============================================

When it's time for a character to act, he can perform one action. This First Action is typically free of penalty.

Every participant in the encounter performs First Actions in Initiative order. Then (again in Initiative order) a check is made for Extra Actions. Extra Actions are any actions taken after the First.

So, the combat round plays out with every character taking their First Action, in Initiative order, then second actions are performed, and then third actions, and fourth, and so on. When all characters have performed all actions, the combat round is over.

The First Action is free, but Extra Actions require a check. For a character's second action, the character must roll END or less on 1D. If successful, the character is allowed an Extra Action (his second action). If this roll is failed, then the character has completed his round.

Any action after the first is termed an Extra Action, and the charcter's third action requires a check of 2D for END or less. A fourth action requires a check of 3D for END or less. A fifth action requires a check of 4D for END or less, and so on.



=============================================
ALLOWED ACTIONS
=============================================


First Action: A character's initial action is typically free of penalty.

Extra Action: A successful multiple action check will gain the character an Extra Action. Any action taken after the First Action is an Extra Action. All Extra Actions are performed with a -2DM.

Move Action: Character may choose to move as one of their actions. They may either Walk or Run. Walking allows the character to move 4 squares (1.5 m combat squares) during the action. Running allows the character to move 8 squares during the action, but if a character runs, he is barred from any other type of action during the round (any other actions the character takes during the round can only be Run or Walk actions).

Watch Action: When a character uses the Watch Action, his action is triggered by some other event. For example, if a character chooses to point his weapon at a door, using the Watch Action, then the character has automatic initiative and is allowed to act first should an enemy come through that doorway.

Panic Fire: Any semi-automatic, or fully automatic, weapon can be fired up to three times, having all three attacks count as a single action. Panic Fire incurs a -2DM on top of any other DMs incurred for the round (a character performing Panic Fire, as an Extra Action, for example, would incur a -4DM to all attacks). Panic Fire can be quite deadly when used with an automatic weapon. An SMG, using the automatic fire rule, is allowed two attacks per single pull of the trigger, so an SMG, used with Panic Fire, would allow the character six attack rolls--all counted as one action.

Double Action: Anytime a charcter needs to draw his weapon and fire, or swing around a corner, fire, and swing back, or even run down a hallway and drop to the ground, this circumstance is referred to as a Double Action. Panic Fire cannot be combined with the Double Action. In fact, if the Double Action is used, then only one attack is allowed during the combat round. GMs should guard that characters are not allowed to do "too much" during a round segment using the Double Action rule. Each segment of the round is a span of time of about 3-5 seconds. Double Actions require a -2DM on top of any other DMs incurred during the round.


</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Action DM Note
------------- --- ---------------------
First Action +0 Typically no penalty
Extra Action -2
Double Action -2 No Panic Fire
Move Action +0 Walk or Run
Watch Action +0 Triggered by event
Panic Fire -2 3 attacks = 1 action</pre>[/QUOTE]
 
I've been tweaking my Combat Round Actions a bit...



=============================================
INITIATIVE
=============================================

15 second CT Combat Round

Each round, we roll Initiative. Characters act on their initiative unless they Hold their action.

If you "Hold" your action, you're waiting to see how the combat round develops before you move, at the expense of letting those who move after you a chance to act before you (possibly wounding you before you've even had a chance to act).

With Initiative, lower is better. If a character moves on an Initiative of 5, and he holds his action, he will move on 25 (Holding action requires +20 to the Initiative roll).



=============================================
MULTIPLE ACTIONS
=============================================

When it's time for a character to act, he can perform one action. This First Action is typically free of penalty.

Every participant in the encounter performs First Actions in Initiative order. Then (again in Initiative order) a check is made for Extra Actions. Extra Actions are any actions taken after the First.

So, the combat round plays out with every character taking their First Action, in Initiative order, then second actions are performed, and then third actions, and fourth, and so on. When all characters have performed all actions, the combat round is over.

The First Action is free, but Extra Actions require a check. For a character's second action, the character must roll END or less on 1D. If successful, the character is allowed an Extra Action (his second action). If this roll is failed, then the character has completed his round.

Any action after the first is termed an Extra Action, and the charcter's third action requires a check of 2D for END or less. A fourth action requires a check of 3D for END or less. A fifth action requires a check of 4D for END or less, and so on.



=============================================
ALLOWED ACTIONS
=============================================


First Action: A character's initial action is typically free of penalty.

Extra Action: A successful multiple action check will gain the character an Extra Action. Any action taken after the First Action is an Extra Action. All Extra Actions are performed with a -2DM.

Move Action: Character may choose to move as one of their actions. They may either Walk or Run. Walking allows the character to move 4 squares (1.5 m combat squares) during the action. Running allows the character to move 8 squares during the action, but if a character runs, he is barred from any other type of action during the round (any other actions the character takes during the round can only be Run or Walk actions).

Watch Action: When a character uses the Watch Action, his action is triggered by some other event. For example, if a character chooses to point his weapon at a door, using the Watch Action, then the character has automatic initiative and is allowed to act first should an enemy come through that doorway.

Panic Fire: Any semi-automatic, or fully automatic, weapon can be fired up to three times, having all three attacks count as a single action. Panic Fire incurs a -2DM on top of any other DMs incurred for the round (a character performing Panic Fire, as an Extra Action, for example, would incur a -4DM to all attacks). Panic Fire can be quite deadly when used with an automatic weapon. An SMG, using the automatic fire rule, is allowed two attacks per single pull of the trigger, so an SMG, used with Panic Fire, would allow the character six attack rolls--all counted as one action.

Double Action: Anytime a charcter needs to draw his weapon and fire, or swing around a corner, fire, and swing back, or even run down a hallway and drop to the ground, this circumstance is referred to as a Double Action. Panic Fire cannot be combined with the Double Action. In fact, if the Double Action is used, then only one attack is allowed during the combat round. GMs should guard that characters are not allowed to do "too much" during a round segment using the Double Action rule. Each segment of the round is a span of time of about 3-5 seconds. Double Actions require a -2DM on top of any other DMs incurred during the round.


</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Action DM Note
------------- --- ---------------------
First Action +0 Typically no penalty
Extra Action -2
Double Action -2 No Panic Fire
Move Action +0 Walk or Run
Watch Action +0 Triggered by event
Panic Fire -2 3 attacks = 1 action</pre>[/QUOTE]
 
Interesting...

I'm reading over Azhanti High Lightning last night, and what do I see? Basically, what I just described above, except my version allows actions based on an END check while AHL is a tactical-point system.

But, basically, they're the same system. AHL is a bit more detailed and uses the Striker combat system. My system is a merger of AHL and Book 1 combat--loose and role-play oriented.

Even the distance allowed for movement is about the same in both systems.

The strange thing is: I didn't look at AHL when I designed the combat round. I just used my gut and Traveller rules I was familiar with. I didn't look at AHL at all (it's been years since I flipped through that book, and I've never played an AHL scenario).

It's interesting how close the two systems are.
 
Interesting...

I'm reading over Azhanti High Lightning last night, and what do I see? Basically, what I just described above, except my version allows actions based on an END check while AHL is a tactical-point system.

But, basically, they're the same system. AHL is a bit more detailed and uses the Striker combat system. My system is a merger of AHL and Book 1 combat--loose and role-play oriented.

Even the distance allowed for movement is about the same in both systems.

The strange thing is: I didn't look at AHL when I designed the combat round. I just used my gut and Traveller rules I was familiar with. I didn't look at AHL at all (it's been years since I flipped through that book, and I've never played an AHL scenario).

It's interesting how close the two systems are.
 
Well, when you go for Simple, Realistic, Playable and FUN and start with the same rules (LBB1), it isn't TOO surprising that you got close to each other.

Just goes to show that you should be designing RPG's. Maybe Marc needs some help on T5! ;)
 
Well, when you go for Simple, Realistic, Playable and FUN and start with the same rules (LBB1), it isn't TOO surprising that you got close to each other.

Just goes to show that you should be designing RPG's. Maybe Marc needs some help on T5! ;)
 
Originally posted by Plankowner:
Just goes to show that you should be designing RPG's. Maybe Marc needs some help on T5! ;)
Wish there was some money in it. If there were, I'd give it a shot.

But, since there's not, I'll just keep it as a hobby.

I've had invites before to work on published games--I've just never had the "want to". It's so much work, and typicaly, they want you to do it for free, or a pitful low amount of credits, or a free issue or game or something.

I'd be afraid too, that changing my hobby into work would make my hobby work--which is not something I want.

I want to keep enjoying this stuff as much as I do.
 
Originally posted by Plankowner:
Just goes to show that you should be designing RPG's. Maybe Marc needs some help on T5! ;)
Wish there was some money in it. If there were, I'd give it a shot.

But, since there's not, I'll just keep it as a hobby.

I've had invites before to work on published games--I've just never had the "want to". It's so much work, and typicaly, they want you to do it for free, or a pitful low amount of credits, or a free issue or game or something.

I'd be afraid too, that changing my hobby into work would make my hobby work--which is not something I want.

I want to keep enjoying this stuff as much as I do.
 
So your intention is that all average characters (i.e., END 7) will get two actions per round? i.e., the typical round consists of two actions.
 
So your intention is that all average characters (i.e., END 7) will get two actions per round? i.e., the typical round consists of two actions.
 
Originally posted by WJP:
Interesting...

I'm reading over Azhanti High Lightning last night, and what do I see? Basically, what I just described above, except my version allows actions based on an END check while AHL is a tactical-point system.

But, basically, they're the same system.
How does Snapshot differ? Similar?
 
Originally posted by WJP:
Interesting...

I'm reading over Azhanti High Lightning last night, and what do I see? Basically, what I just described above, except my version allows actions based on an END check while AHL is a tactical-point system.

But, basically, they're the same system.
How does Snapshot differ? Similar?
 
Originally posted by Stainless:
So your intention is that all average characters (i.e., END 7) will get two actions per round? i.e., the typical round consists of two actions.
Yes, I based it on what character can do in CT. He gets two actions: he can move and act (walk and attack, for example).

This system allows that. Very handicapped characters with very low END might have a hard time doing more than one action in a round (even END-3 gets two actions 50% of the time). And, gifted characters will regularly get 3+ actions.

You'll see most characters cap out at 3-4 actions--the checks get too hard.
 
Originally posted by Stainless:
So your intention is that all average characters (i.e., END 7) will get two actions per round? i.e., the typical round consists of two actions.
Yes, I based it on what character can do in CT. He gets two actions: he can move and act (walk and attack, for example).

This system allows that. Very handicapped characters with very low END might have a hard time doing more than one action in a round (even END-3 gets two actions 50% of the time). And, gifted characters will regularly get 3+ actions.

You'll see most characters cap out at 3-4 actions--the checks get too hard.
 
Originally posted by Maladominus:
How does Snapshot differ? Similar?
It's damn close to Snapshot as well as AHL. Both Snapshot and AHL are tactical-point system. What I'm using in my game is a bit simpler--we don't mess with counting tactical points.

It's a simple dice-roll check. If you make the END check, then you get another action. If you don't make the END check, then your round is done. Simple as that.
 
Originally posted by Maladominus:
How does Snapshot differ? Similar?
It's damn close to Snapshot as well as AHL. Both Snapshot and AHL are tactical-point system. What I'm using in my game is a bit simpler--we don't mess with counting tactical points.

It's a simple dice-roll check. If you make the END check, then you get another action. If you don't make the END check, then your round is done. Simple as that.
 
A situation came up in my game last night that has caused me to add a new action to the mix: the Long Action.


(Here's an e-mail I wrote to my players. It describes use of the Long Action, and recaps the other actions a character can take in a round.)


------------------------------------
------------------------------------
------------------------------------

As we play the game (since I haven't run a Traveller campaign in a while), we'll feel our way into the rules in both official and house versions.

In the game, my goal is to keep the session moving, not bogging it down with "looking up stuff". I'll try to go with my gut and make the best decision I can during the game. Then, in-between sessions, I'll review things that came up during the session and (maybe) make a better ruling.

One thing I did last session was let Luukhan do too many things during the round. Adjusting the grav plating on the ship (after studying this in the rules) should have been an action that takes the full round. Luukhan should have worked the entire 15 seconds of the round on his panel, doing the adjustment, and the gravity should have been changed at the beginning of the next round.

But, we're rolling with it. What happened in the game is what happened, and it was a damn good game.

From now on, though, attempting actions like adjusting the grav plates will be considered a "Long Action".


------------------------------------
------------------------------------
------------------------------------

Long Action
A Long Action is any action that a character attempts during the round that will take 10-15 seconds to accomplish. The character works on this action the entire round (the player announcing what his character is attempting on the character's initiative), the results taking place on an initiative number equal to the character's initiative throw +20.

Example: Luukhan moves on initiative of 15. Billy annouces that Luukahn will take this entire round to adjust the grav plating. This means the gravity adjustment will take effect on initiative 35 (it will probably be the last thing that happens in the round, after all others have taken all actions). Note that Luukhan will work on his Nav panel throughout the round, as other characters take their various actions. If Luukahn stops working on the panel during the round, then the gravity will not be adjusted.


To Review
-------------

Here are the actions a character can take during the round.

First Action -- Typically no penalty assigned a first action.

Extra Action -- Any action taken after the First Action (2nd Action, 3rd Action, and so on) is considered an Extra Action. All Extra Actions are granted with the Extra Action check is thrown successfully (1D vs. END for the 2nd Action; 2D vs. END for the 3rd Action; 3D vs. END for the 4th Action; and so on). If the Extra Action check is successful, all Extra Actions are assigned a -2DM penalty.

Double Action -- A Double Action is two quick actions that can be performed in 3-5 seconds. When a Double Action is performed, a -2DM is assigned to any throws in addition to any other penalties for the rest of the round (a character who performs a Double Action as an Extra Action incurs a -4DM for the rest of the round).

Move Action -- A character may use his action to move. If he Walks, then he moves up to 4 squares (squares = 1.5 meters) per Move Action. If he Runs, then he moves up to 8 squares per Move Action. If the character Runs, though, then the character is allowed no other actions during the round (except additonal Run Move Actions). The character may crawl, as well, moving at a rate of 2 squares per Move Action. Note that the Double Action is often combined with Move Actions to allow the character to crawl and stand up in a single action segment, or Walk and pull a holstered weapon to bear--but note that the Double Action penalty accures with any other penalties during the round.

Watch Action -- The Watch Action is used when a character's action is triggered by an event (such as a character covering a doorway, shooting at anybody who may pass through it).

Hold Action -- The Hold Action is announced when Initiative is thrown. The character's initiative number becomes the thrown initiative +20, allowing the character to go later in the round.

Panic Fire -- Panic Fire allows multiple attacks from a semi-automatic or fully-automatic weapon to count as one action. Up to three attacks can be attempted in one Panic Fire action, but a -2DM is imposed to all Panic Fire attacks (on top of any other penalties, such as the Extra Action or Double Action penalties).

Long Action -- As described above.
 
A situation came up in my game last night that has caused me to add a new action to the mix: the Long Action.


(Here's an e-mail I wrote to my players. It describes use of the Long Action, and recaps the other actions a character can take in a round.)


------------------------------------
------------------------------------
------------------------------------

As we play the game (since I haven't run a Traveller campaign in a while), we'll feel our way into the rules in both official and house versions.

In the game, my goal is to keep the session moving, not bogging it down with "looking up stuff". I'll try to go with my gut and make the best decision I can during the game. Then, in-between sessions, I'll review things that came up during the session and (maybe) make a better ruling.

One thing I did last session was let Luukhan do too many things during the round. Adjusting the grav plating on the ship (after studying this in the rules) should have been an action that takes the full round. Luukhan should have worked the entire 15 seconds of the round on his panel, doing the adjustment, and the gravity should have been changed at the beginning of the next round.

But, we're rolling with it. What happened in the game is what happened, and it was a damn good game.

From now on, though, attempting actions like adjusting the grav plates will be considered a "Long Action".


------------------------------------
------------------------------------
------------------------------------

Long Action
A Long Action is any action that a character attempts during the round that will take 10-15 seconds to accomplish. The character works on this action the entire round (the player announcing what his character is attempting on the character's initiative), the results taking place on an initiative number equal to the character's initiative throw +20.

Example: Luukhan moves on initiative of 15. Billy annouces that Luukahn will take this entire round to adjust the grav plating. This means the gravity adjustment will take effect on initiative 35 (it will probably be the last thing that happens in the round, after all others have taken all actions). Note that Luukhan will work on his Nav panel throughout the round, as other characters take their various actions. If Luukahn stops working on the panel during the round, then the gravity will not be adjusted.


To Review
-------------

Here are the actions a character can take during the round.

First Action -- Typically no penalty assigned a first action.

Extra Action -- Any action taken after the First Action (2nd Action, 3rd Action, and so on) is considered an Extra Action. All Extra Actions are granted with the Extra Action check is thrown successfully (1D vs. END for the 2nd Action; 2D vs. END for the 3rd Action; 3D vs. END for the 4th Action; and so on). If the Extra Action check is successful, all Extra Actions are assigned a -2DM penalty.

Double Action -- A Double Action is two quick actions that can be performed in 3-5 seconds. When a Double Action is performed, a -2DM is assigned to any throws in addition to any other penalties for the rest of the round (a character who performs a Double Action as an Extra Action incurs a -4DM for the rest of the round).

Move Action -- A character may use his action to move. If he Walks, then he moves up to 4 squares (squares = 1.5 meters) per Move Action. If he Runs, then he moves up to 8 squares per Move Action. If the character Runs, though, then the character is allowed no other actions during the round (except additonal Run Move Actions). The character may crawl, as well, moving at a rate of 2 squares per Move Action. Note that the Double Action is often combined with Move Actions to allow the character to crawl and stand up in a single action segment, or Walk and pull a holstered weapon to bear--but note that the Double Action penalty accures with any other penalties during the round.

Watch Action -- The Watch Action is used when a character's action is triggered by an event (such as a character covering a doorway, shooting at anybody who may pass through it).

Hold Action -- The Hold Action is announced when Initiative is thrown. The character's initiative number becomes the thrown initiative +20, allowing the character to go later in the round.

Panic Fire -- Panic Fire allows multiple attacks from a semi-automatic or fully-automatic weapon to count as one action. Up to three attacks can be attempted in one Panic Fire action, but a -2DM is imposed to all Panic Fire attacks (on top of any other penalties, such as the Extra Action or Double Action penalties).

Long Action -- As described above.
 
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