
(03-09-2014, 12:37 PM)Evie Wrote:^ This sort of system is what I've encountered the most and it seems to work OK. Rolling initiative before combat to set up the attack order, and then going down the list from there with hit/crit vs.  enemy dodge or whatever with roll ranges pared down or up depending on situational elements. Might take a bit especially if folks like to do flowery posts but it takes the in-game character level thing out of the picture since that really doesn't matter.(03-09-2014, 10:32 AM)Askier Wrote:(03-09-2014, 03:41 AM)Rinette Wrote: My suggestion for the combat rule would be to have all combat through RP, turn based, with a limited amount of turns. That last part applies only when it's a one on one situation. I only suggest this because a lot of RPers I know aren't interested in the PVE (leveling) aspect of the game so their characters might not be high in level and it's not fair to have a character with reasonable IC skill lose to another just because they are higher level.I think you're right honestly.  I mean I'm only level 15 my self.  Lol.  I'll need to build a set of base combat rp rule.  Only thing that I could see as a possible issue with rp dueling is that it might get confusing about what is going on with numerous people all typing fight actions at once.Â
Though I suppose if they dueled in RP gear (most of which has little or no stats) and limited them to a few skills that make sense for their character's combat background it could be fair.
Course I could also be over thinking that part, Â cause, Â honestly, Â who hasn't rped in a crowded room at least once.
Now as to a general combat system. My FC uses RP style supplemented with a very basic D20 roll. There are plenty online ones, we used this with great success last night in our own giant RP fight for our FC story. It made things take a little longer however. Also through our trials last night we decided that we needed to add small things like debuffs to rolls. For example a character was stabbed in the sword arm but continued to roll a d20, when he probably should have been subtracting between 2 to 4 on his rolls due to the bleeding and the injury itself. Though with such a large group, it might be better to just use the d20 roll, establish a combat order and god with that. We just did attacker did d20 roll, the defender did a d20 roll at the same time. If the attackers number was higher than the defenders then the attack hit.
Now this worked for us but we had a group of 6 or 7 fighting, not sure how big the groups will be for this, and it could get confusing fast.
