[AD&D 2e] Dynamic Battle Rules?

Post/Author/DateTimePost
#1

zombiegleemax

Apr 14, 2004 13:43:08
*I posted this on Dragonsfoot.org, but I didn't much or a response, but I'll try posting here and see what I get.*

I'm trying to make fights more full of action. Like a battle of 2 mages throwing fireballs at each other but one blocks it or slaps it away, or two fighters cross swords and stare each other down and exchange words...

...but with current initiative (or maybe something else?), that doesn't seem to work. It all boils down to "you hit, I hit" and that just doesn't cut it for the type of action oriented fun-and-gun game I've been running.

I have players describe thier attacks before rolling to add flavor and interest to a fight (even giving a +1 to hit or damage for particularly good instances). I'm looking for a mechanic or houserule to help me out here.

So what could I do to make battles more like what I'm looking for? Is it initiative, or something else? Would anyone like to help me out?
#2

robertfisher

Apr 14, 2004 14:14:07
This doesn't require any rule changes. It's all in how you describe it. The combat round is a minute long. The mechanics are quite abstract.

An attack roll doesn't represent a single swing of a sword. Initiative doesn't mean one character starts & fully completes their action & then the next character goes. The actions are simultaneous, but the one with initiative has the edge. He may have literally had the initiative (started first) or otherwise ended up with an advantage this round.

There's loads of room to interpret what actually happens each round. Use the mechanics to determine the outcome. Describe how the combatants got to that outcome however you wish.

(Although, I've played lots more OAD&D than 2e, so forgive me if something I said doesn't apply to 2e for some reason.)
#3

zombiegleemax

Apr 14, 2004 20:45:53
But if I tell a player not to roll that fireball damage because the guy with a lesser initiative is going to knock it away or what not, I'm gonna have angry players who will think I'm being cheap/cheating.
#4

zombiegleemax

Apr 14, 2004 21:18:41
The initiative roll determines who reacted fastest in that minute. All the characters are manuvering, parrying, fienting, whatever. Someone is going to see an opening, launch their strike (not a feint or whatever), and either hit or miss. The person who sees/gets that opening first is the one with initiative. As for someone who's a little slower on the uptake (ie lower initiative) slapping down that fireball, I'd imagine that fireball is pretty fast. Does the guy slapping it down actually slap it down? You know those things are point fused with no arming delay, right?
#5

algolei_dup

Apr 14, 2004 22:57:04
Originally posted by Wyrmbane
You know those things are point fused with no arming delay, right?

*giggle snort*

Sorry. Too much Star Trek lately. :embarrass
#6

robertfisher

Apr 15, 2004 12:26:06
Originally posted by Megamanfan
But if I tell a player not to roll that fireball damage because the guy with a lesser initiative is going to knock it away or what not, I'm gonna have angry players who will think I'm being cheap/cheating.

This shouldn't be a problem since they would have seen you go through the motions of determining that the guy with lesser initiative did something to disrupt the casting and that your description of it as being "knocked away" is just flavor.

Or maybe you do let the player roll damage because your "knocked away" description reflected the other guy making his save, in which case he still takes half damage.

If your description of it being knocked away doesn't have any basis in mechanics (house rule or not), then your players may have a right to be upset. The given mechanics are pretty abstract, though, and enable you to describe fights that are full of action, no changes needed. Now, if you want to talk houserules for new ways of disrupting spells, that's another thing. You can do that and still have boring, mechanistic description of combat.

Granting freeform bonuses, liked you described, based on the player's description of his action can be cool if you like that sort of game. Have you seen the Dragon Fist game? Maybe its stunts mechanic is the kind of thing you're looking for?
#7

zombiegleemax

Apr 15, 2004 19:56:23
Sorry. Too much Star Trek lately.

My apologies, just got off the Battleship board and hadn't switched gears yet.

How does one slap down a fireball that goes boom on contact, and not get hurt?