SpaceBadger
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Proposed Play-by-Post Combat Action System
I have had this rattling around in my head for a long time, but especially lately as it appears that we should be getting into some combat soon in SBRD. This system is expressly designed for Play-by-Post; I don't know if I would use it in tabletop gaming are not, although maybe worth a try if it works as intended in PbP.
I wasn't happy with how the bit of combat played out toward the end of SBRD Chapter 01 on Devonia; it felt like I was directing most of what happened, with the PCs making a few rolls now and then. Also, we had not specified a posting pace; I thought it was going great with the players posting several times in one day to get through the combat, but feedback later was that they had all felt rushed and had to check in via phone, tablet, etc, during not-the-most-convenient times, simply because they were afraid of getting left out of the action if they did not post.
My goals for this new system seem simple, but for me at least they have proved somewhat more complex to refine to something that I think will actually work. The goals are 1) to keep combat flowing as quickly as possible, but without players feeling rushed; 2) keep back and forth postings to a minimum; preferably each player making one post per round describing their intentions and providing any necessary rolls, then the GM making one post back with results, then move on to the next round.
Beginning Combat Action
Combat action begins when either side initiates combat. This can be a GM declaration, or a Player declaration if a Player is making some combat action. ("I draw my pistol and shoot him in the face!" is a pretty clear declaration of combat!)
Combat Posting Pace
Once Combat Action begins, the default posting pace increases to at least one post per Player per day. If any Player who is involved in the combat has a problem or anticipates being too busy to keep up this pace, he/she should inform the GM with his/her request to either: postpone the combat a day or two until not so busy; have the GM run his/her PC during combat, with suggestions as to how the PC would act; or whatever else the Player has in mind. The GM will issue a decision so that the Player(s) know if/when Combat Posting is actually starting, and what the expected posting pace will be.
Once the posting pace is agreed, if a Player misses a post the GM will decide on that PC's action, taking into account the Player's previous declarations of intent. The reason here is that once the pace is decided, it needs to keep flowing.
(It is possible for Combat Action to proceed at more than one round per day, if all the involved PCs get their posts made, the GM resolves them and declares the next round, etc.
)
The Combat Round remains the venerable 15 seconds from CT.
Combat Action Declarations
The GM declares "Round One, state your PC's actions" (or Round Two, etc.)
Each Player states what he/she intends for his/her PC to do in the next 15 seconds. This can be as detailed or ambitious as possible (if not enough time for all desired, the GM will say so in his/her reply with results), and may or may not include the technical definitions of Move/Stance and Targeting; if those are not included, the GM will interpret as best as possible.
Each Player includes a 2d6 roll for each action stated, and preferably includes suggested DMs (weapon skill, and DMs from Weapons/Armor tables and those below) to save the GM time in looking them up. If the Player does not include all rolls that the GM feels necessary ("I really think you needed an Athletics or at least DX roll to make that flip over the railing and onto the stairs...") then the GM will make the roll instead. The GM will also adjudge what DMs are applicable to the roll, taking into account those suggested by the Player.
After all Players have posted their PC's actions (or GM has supplied actions if necessary; see Combat Posting Pace above), then the GM declares actions for any NPCs (or may have done so during Player posting) and declares the end of the Combat Round.
Combat Round Results
After getting action declarations from all involved PCs or NPCs, the GM takes the rolls that each made (or makes rolls for them if omitted), applying DMs to get a final result.
Target Numbers for Success: I like Supp4's Rule 68A and will generally use that. Standard success target for combat is 8+; may vary if easier (unaware target 1m away) or harder (other circumstances not already included in DM's below).
Order of Resolution: All actions are resolved simultaneously, unless either 1) one side has surprise, in which case that side may get a surprise round or get to have its actions resolved first, before the other side's responses; or 2) other circumstance suggest to the GM that some actions should happen before others.
Results: Unlike the standard CT results per round, and perhaps (if I understand) more like the T5 results per round, most actions and rolls do not result in a single "You hit him" or "You missed", but rather possible hits or misses on any opponents included in the PC's stated Move/Stance and Targeting choices. A successful roll is generally necessary to hit any enemies, although the GM may give a bonus if the enemy really botched his/her own roll. Beyond that, results are based on a comparison of rolls (tip of the hat to Star Wars d6) and interpretation by the GM. The GM's reported results will include whatever the PC could see of his/her own attack results, plus any hits on the PC, plus any movement results: generally, everything that happened in the round that the PC is able to sense.
Damage: Standard CT damage with First Blood rule. For later hits (after First Blood) the GM should determine what Attribute the damage was applied to, either randomly or influenced by the comparative success rolls. (I don't want to slow things down by wasting another back and forth exchange on where the Player chooses to apply damage!)
Next Round: After reporting all results, the GM declares the next round, and it all repeats again.
DMs (Die Modifiers), Stances, Targeting, etc.
One big change here is that since results cover everything that happens in the 15 second combat round, some of the Player's choices need to be a bit broader than just "I shoot at Emperor Ming." That is where the Stances and Targeting priorities come in. If the Player doesn't specify in these terms, the GM should interpret as best he/she can, attempting to avoid the slowdown of back-and-forth questions as to what the Player really intended.
Weapons, Range and Armor DMs: Just use the ones from your Traveller system of choice. I will be using CT, from The Traveller Book or various supplement books. (It is suggested that positive DMs for Armor (making it easier to hit) be ignored.) This includes equipment DMs such as Scopes. I also like the Aiming DMs from Mongoose Traveller and may include those; not sure, need further consideration.
Move/Stance Choices and DMs: Some of these are old standards, some are standards re-defined by me, and some are completely new stuff that I made up, so I will clarify each individually:
Evading: Just as in CT, this means the PC is on pure defense, no attack, trying to hide or not get hit. This may be dodging away from a Close Range attacker, hiding behind a wall or obstacle, lying flat on the ground if no cover is available, or even running evasively ("Serpentine! Serpentine!"). The actual DM varies by range, and Cover and Concealment DMs also apply.
Stand and Fight: The PC is not taking any evasive action at all, just standing and shooting like at the target range. This may be because he/she has confidence in the superiority of his/her armor, or because he/she has confidence in his/her superior shooting, or because he/she is sniping and has surprise with nobody shooting back, or because he/she knows he/she has no other chance of hitting and needs the positive DM. Not necessarily standing, this also includes sitting, kneeling, or lying prone; whatever is needed/available for best firing position, but not taking evasive action. Attack DM: +2; Defense DM: +2. (Interpretation: you get a +2 on your attacks vs enemies, but they also get a +2 on attacking you because you are not dodging or evading.)
Firefight: Your PC is taking advantage of whatever cover is available, but is also popping out to try to get some attacks in against the enemy when opportunity presents; like most gunfights you see in movies or TV. Your PC's attacks may strike any available enemy targets, as you are taking whatever opportunity shots you have. Attack DM: +0; Defense DM: +0. (This is assumed to be the default Traveller combat situation for which the other various weapon/range DMs were calculated.)
Movement While Attacking: Standard DMs from whatever ruleset you use.
:frankie: Argh, my post was too long and I'll have to split it. Next post will finish the rest of the rules, then proceed to Examples. :frankie:
I have had this rattling around in my head for a long time, but especially lately as it appears that we should be getting into some combat soon in SBRD. This system is expressly designed for Play-by-Post; I don't know if I would use it in tabletop gaming are not, although maybe worth a try if it works as intended in PbP.
I wasn't happy with how the bit of combat played out toward the end of SBRD Chapter 01 on Devonia; it felt like I was directing most of what happened, with the PCs making a few rolls now and then. Also, we had not specified a posting pace; I thought it was going great with the players posting several times in one day to get through the combat, but feedback later was that they had all felt rushed and had to check in via phone, tablet, etc, during not-the-most-convenient times, simply because they were afraid of getting left out of the action if they did not post.
My goals for this new system seem simple, but for me at least they have proved somewhat more complex to refine to something that I think will actually work. The goals are 1) to keep combat flowing as quickly as possible, but without players feeling rushed; 2) keep back and forth postings to a minimum; preferably each player making one post per round describing their intentions and providing any necessary rolls, then the GM making one post back with results, then move on to the next round.
Beginning Combat Action
Combat action begins when either side initiates combat. This can be a GM declaration, or a Player declaration if a Player is making some combat action. ("I draw my pistol and shoot him in the face!" is a pretty clear declaration of combat!)
Combat Posting Pace
Once Combat Action begins, the default posting pace increases to at least one post per Player per day. If any Player who is involved in the combat has a problem or anticipates being too busy to keep up this pace, he/she should inform the GM with his/her request to either: postpone the combat a day or two until not so busy; have the GM run his/her PC during combat, with suggestions as to how the PC would act; or whatever else the Player has in mind. The GM will issue a decision so that the Player(s) know if/when Combat Posting is actually starting, and what the expected posting pace will be.
Once the posting pace is agreed, if a Player misses a post the GM will decide on that PC's action, taking into account the Player's previous declarations of intent. The reason here is that once the pace is decided, it needs to keep flowing.
(It is possible for Combat Action to proceed at more than one round per day, if all the involved PCs get their posts made, the GM resolves them and declares the next round, etc.


The Combat Round remains the venerable 15 seconds from CT.
Combat Action Declarations
The GM declares "Round One, state your PC's actions" (or Round Two, etc.)
Each Player states what he/she intends for his/her PC to do in the next 15 seconds. This can be as detailed or ambitious as possible (if not enough time for all desired, the GM will say so in his/her reply with results), and may or may not include the technical definitions of Move/Stance and Targeting; if those are not included, the GM will interpret as best as possible.
Each Player includes a 2d6 roll for each action stated, and preferably includes suggested DMs (weapon skill, and DMs from Weapons/Armor tables and those below) to save the GM time in looking them up. If the Player does not include all rolls that the GM feels necessary ("I really think you needed an Athletics or at least DX roll to make that flip over the railing and onto the stairs...") then the GM will make the roll instead. The GM will also adjudge what DMs are applicable to the roll, taking into account those suggested by the Player.
After all Players have posted their PC's actions (or GM has supplied actions if necessary; see Combat Posting Pace above), then the GM declares actions for any NPCs (or may have done so during Player posting) and declares the end of the Combat Round.
Combat Round Results
After getting action declarations from all involved PCs or NPCs, the GM takes the rolls that each made (or makes rolls for them if omitted), applying DMs to get a final result.
Target Numbers for Success: I like Supp4's Rule 68A and will generally use that. Standard success target for combat is 8+; may vary if easier (unaware target 1m away) or harder (other circumstances not already included in DM's below).
Order of Resolution: All actions are resolved simultaneously, unless either 1) one side has surprise, in which case that side may get a surprise round or get to have its actions resolved first, before the other side's responses; or 2) other circumstance suggest to the GM that some actions should happen before others.
Results: Unlike the standard CT results per round, and perhaps (if I understand) more like the T5 results per round, most actions and rolls do not result in a single "You hit him" or "You missed", but rather possible hits or misses on any opponents included in the PC's stated Move/Stance and Targeting choices. A successful roll is generally necessary to hit any enemies, although the GM may give a bonus if the enemy really botched his/her own roll. Beyond that, results are based on a comparison of rolls (tip of the hat to Star Wars d6) and interpretation by the GM. The GM's reported results will include whatever the PC could see of his/her own attack results, plus any hits on the PC, plus any movement results: generally, everything that happened in the round that the PC is able to sense.
Damage: Standard CT damage with First Blood rule. For later hits (after First Blood) the GM should determine what Attribute the damage was applied to, either randomly or influenced by the comparative success rolls. (I don't want to slow things down by wasting another back and forth exchange on where the Player chooses to apply damage!)
Next Round: After reporting all results, the GM declares the next round, and it all repeats again.
DMs (Die Modifiers), Stances, Targeting, etc.
One big change here is that since results cover everything that happens in the 15 second combat round, some of the Player's choices need to be a bit broader than just "I shoot at Emperor Ming." That is where the Stances and Targeting priorities come in. If the Player doesn't specify in these terms, the GM should interpret as best he/she can, attempting to avoid the slowdown of back-and-forth questions as to what the Player really intended.
Weapons, Range and Armor DMs: Just use the ones from your Traveller system of choice. I will be using CT, from The Traveller Book or various supplement books. (It is suggested that positive DMs for Armor (making it easier to hit) be ignored.) This includes equipment DMs such as Scopes. I also like the Aiming DMs from Mongoose Traveller and may include those; not sure, need further consideration.
Move/Stance Choices and DMs: Some of these are old standards, some are standards re-defined by me, and some are completely new stuff that I made up, so I will clarify each individually:
Evading: Just as in CT, this means the PC is on pure defense, no attack, trying to hide or not get hit. This may be dodging away from a Close Range attacker, hiding behind a wall or obstacle, lying flat on the ground if no cover is available, or even running evasively ("Serpentine! Serpentine!"). The actual DM varies by range, and Cover and Concealment DMs also apply.
Stand and Fight: The PC is not taking any evasive action at all, just standing and shooting like at the target range. This may be because he/she has confidence in the superiority of his/her armor, or because he/she has confidence in his/her superior shooting, or because he/she is sniping and has surprise with nobody shooting back, or because he/she knows he/she has no other chance of hitting and needs the positive DM. Not necessarily standing, this also includes sitting, kneeling, or lying prone; whatever is needed/available for best firing position, but not taking evasive action. Attack DM: +2; Defense DM: +2. (Interpretation: you get a +2 on your attacks vs enemies, but they also get a +2 on attacking you because you are not dodging or evading.)
Firefight: Your PC is taking advantage of whatever cover is available, but is also popping out to try to get some attacks in against the enemy when opportunity presents; like most gunfights you see in movies or TV. Your PC's attacks may strike any available enemy targets, as you are taking whatever opportunity shots you have. Attack DM: +0; Defense DM: +0. (This is assumed to be the default Traveller combat situation for which the other various weapon/range DMs were calculated.)
Movement While Attacking: Standard DMs from whatever ruleset you use.
:frankie: Argh, my post was too long and I'll have to split it. Next post will finish the rest of the rules, then proceed to Examples. :frankie:
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