Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.2 9/12/84; site aero.ARPA Path: utzoo!watmath!clyde!cbosgd!ihnp4!qantel!hplabs!sdcrdcf!trwrb!trwrba!aero!warack From: warack@aero.ARPA (Chris Warack ) Newsgroups: net.games.frp Subject: Re: command spell & ropes Message-ID: <317@aero.ARPA> Date: Fri, 2-Aug-85 19:35:56 EDT Article-I.D.: aero.317 Posted: Fri Aug 2 19:35:56 1985 Date-Received: Sun, 4-Aug-85 10:38:13 EDT References: <3073@pur-ee.UUCP> <1899@hcrvax.UUCP> Reply-To: warack@aero.UUCP (Chris Warack (5734)) Organization: The Aerospace Corp., El Segundo, CA Lines: 44 Keywords: Rope, Cheese Whiz, Paul Bunyan In article <1899@hcrvax.UUCP> jims@hcrvax.UUCP (Jim Sullivan) writes: >> Tying someone up in one round is o.k. if you go by the AD&D >> combat round, which is 1 minute long. You can tie them up, tattoo them, and >> perhaps even give them a haircut! What should be done is shorten the round >>so as to give a more reasonable ratio between combat and non-combat actions, >> i.e. 1 attack, vs. tying someone up... [THOMAS RUSCHAK] >Agreed, I find it difficult to believe that a fighter can only swing once >in one minute ! What I'va always done is maintained a two-tier system. >During regular play, a round is a minute, but during melee, things speed >up abit. This makes battle more realisitic, and since my players know >that I treat time this way, I don't get any wild statements about attempting >strange feats during melee ("well, I have the time") [Jim Sullivan] One thing to keep in mind when judging the length of a round is that it means more than one swing. The one attack per one minute round takes into account circling, protective moves and feints. It also is a short cut -- instead of giving a fighter a 3% to hit each swing at 1 swing every 5 seconds, the round system takes an average and gives him a 36% chance to hit each round. A single roll can reflect more than one swing. As more experience is gained, fighting is more effective -- this is translated as a better over all chance to cause damage that round [by increased hit probability] or by more rolls --> more chances for more damage [2 hit rolls per round]. It's important for a player under this system to understand this, or the "I can do more than that" syndrome hits. If a player wants to take his hit roll for a round; he should not be allowed to do anything else; or should take a substantial penalty to his hit chance. [This topic has been discussed to death every so often in almost any FRP magazine. Look in back issues for more examples.] -- _______ |/-----\| Chris Warack (213) 648-6617 ||hello|| || || warack@aerospace.ARPA |-------| warack@aero.UUCP |@ ___ | seismo!harvard!talcott!panda!genrad!decvax!ittatc!dcdwest! |_______| sdcsvax!sdcrdcf!trwrb!trwrba!aero!warack || || \ Aerospace Corporation, M1-117, El Segundo, CA 90245 ^^^ ^^^ `---------(|=