Post by Captain Rachel on Aug 14, 2011 19:55:29 GMT
I've run two games, a one-shot and a 3/4 session long game. For the one-shot I just used a slightly modified version of Judoom. (I made it a multi-doctor adventure. We had 9, 10, Amy, Rose and... some other companion, I forget who.) When I ran this one-shot I used the DWAITAS combat system... at first. We ended up fighting 2 times in the Judoom game and after our first fight everyone realized that it wouldn't really work for us, so I quickly came up with my own system.
When it came time for my second, longer game, I looked over the DWAITAS combat system and decided to just make up my own version. We used this system in the longer game and it worked quite well.
Despite the changes the players actually stuck to the "spirit" of the original system, that is they tried to only really fight once they'd exhausted all other options and even when they fought they were mostly non-violent, attempting just to knock out their enemies or otherwise make it so the Party could run back to the TARDIS.
My Combat System
Basically this is a modified D&D initiative roll, although there are two ways that players roll initiative. One is for ambushes, the other is for times when everyone knows they're about to get into combat.
For Ambushes: 2 d6 + Awareness (+/- Trait) = Result
For Non-Ambushes: 2 d6 + Resolve (+/- Trait) = Result
For Either Version Of Combat:
When it came time for my second, longer game, I looked over the DWAITAS combat system and decided to just make up my own version. We used this system in the longer game and it worked quite well.
Despite the changes the players actually stuck to the "spirit" of the original system, that is they tried to only really fight once they'd exhausted all other options and even when they fought they were mostly non-violent, attempting just to knock out their enemies or otherwise make it so the Party could run back to the TARDIS.
My Combat System
Basically this is a modified D&D initiative roll, although there are two ways that players roll initiative. One is for ambushes, the other is for times when everyone knows they're about to get into combat.
For Ambushes: 2 d6 + Awareness (+/- Trait) = Result
- Trait = any Trait that affects awareness.
- Good traits add points, bad traits subtract. (Example: Keen Senses = +2)
- The Player/NPC who rolls the highest number goes first.
- The Player/NPC who rolls the lowest goes last.
- If two people get the same number both roll 1 d6 and whoever gets the higher number goes first.
For Non-Ambushes: 2 d6 + Resolve (+/- Trait) = Result
- Trait = any Trait that affects resolve.
- Good traits add points, bad traits subtract. (Example: Cowardly = -2)
- The Player/NPC who rolls the highest number goes first.
- The Player/NPC who rolls the lowest goes last.
- If two people get the same number both roll 1 d6 and whoever gets the higher number goes first.
For Either Version Of Combat:
- I have my players roll initiative once, at the beginning of combat. The numbers they roll last until the combat is finished. (You could have everyone re-roll initiative at the beginning of every round, if you want.)
- Players/NPCs have the ability to hold their actions, so someone who rolled a 10 can wait until the 5s go to act.