mechanic for weird collision scenario

Post/Author/DateTimePost
#1

JefferyD

Feb 18, 2009 22:31:38
I've never been mechanics inclined. And now I've got this end-of-adventure scenario in mind, can't shake it, have to run it, but it requires a solid mechanic for collision. As far as I know D&D's hasn't dealt with it. How often do two characters not complete their actions because they collide?

So the PCs, invisible, have to run through a crowd that's running in their direction. Like driving the wrong way on the highway. There would be a LOT of checks, so this can't be too hard. On the other hand, I have a decent story explanation if the PCs need a temporary, Matrix-like boost to speed/dex.

Initial thoughts on the scenario / mechanic:

- the whole event is over quickly

- a smaller unit of time than a round? or maybe there's no point in calling it anything

- max move is one square

- problem: then how do you represent faster/slower movement? move tokens?

- move + take a standard action?
edit: standard action's a mistake. I was thinking basic attack, which is all you get with an opportunity attack. But I think I prefer the recharge mechanic EvilKobra suggests below anyway.

- stop + use a power?

- crowd consists of frenzied, leaping ape men, so there can be a height/jumping mechanic if needed

- crowd direction is simplified for the DM by fixing a destination point

- each ape man is represented on the battle grid ahead of time, and the paper is advanced like a scroll (we play with an acrylic surface on top of the paper)

- some unpredictability with individual ape men? Off-path on a roll of 6 on d6?

I had some thoughts about collisions between invisible party members. It'd require players writing down coordinates and passing them to me, but that would be a tad, uh, dry.

I think that's it. Thoughts?

:coolcthul

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#2

evilkobra

Feb 19, 2009 1:53:55
Ideas:

Arrow Time - Each round represents one second instead of six.

Recharging Actions - Standard actions are "recharge 6" (i.e. once you've spent your Standard action, roll 1d6 at the beginning of each of your turns. On a 6 you get it back). Minor actions are recharge 4 or 5. You could even deal with speeds the same way. If the "world speed" (i.e. whatever the crowd is moving at) is, say, 5, then chars with move 6 will get an extra square with recharge 6. Chars with move 7 will get it as recharge 5, etc. Also factor sprinting in, so that a sprinting, move 5 character will also move extra with recharge 5 (but will grant combat advantage, which is actually very relevant... see Collisions below)

Cycle Line - An alternative timekeeping method, if the crowd is moving at a constant speed, is to draw a line on it every six rows. When the line reaches a mark on the table (or when the PCs cross it), their Standard and Minor actions recharge, and they get their extra move squares. TBH I definitely prefer the previous system, but this one is more "accurate".

Collisions - Treat them as an attack vs Reflex or Fortitude, player's choice (dodge or shove?). I would make the apes vary slightly in size so that some are easier to dodge and some are easier to shove. e.g. an extra +2 vs Reflex for small ones, an extra +2 vs Fortitude for big ones. If the attack hits, the PC is pushed back one square. If the attack rolls a crit, the PC is knocked prone. Prone PCs can be trampled: attacks them as normal when an ape enters their square, counting of course combat advantage and all that - except instead of being pushed they will simply take damage on a hit.

Random Crowd Movement - You could separate the crowd into sub-units (for instance rows, but other groupings would also work). Then, as each group moves forward, roll 1d6. On a 1-2 the group also slides one square left. On a 3-4 the group simply moves forward. On a 5-6 the group also slides one square right. Depending on the size of the map and the nature of the stampede you might want to set lateral limits beyond which they will not slide, as the crowd could scatter significantly. Do a couple of dry runs without your players and see what works best for you...
#3

JefferyD

Feb 19, 2009 9:34:30
Thanks EvilKobra! Huzzah! That is some ingenious design.

Just need to test the probabilities now. I'll do the dry run this weekend and post the results to this thread for tweaking.

:coolcthul

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