Baphomet wrote:So, I recently changed the way we do combat in our Rifts game. My players like the new way and one has gone so far as to say it is a vast improvement.
The change is simple, but makes the combat flow better and more realistically. It also solves the problem with less combat oriented characters sitting around not doing anything at the end of every combat round.
Here we go. A combat round starts the same way, with an initiative check. Then the round is split into four turns. I quartered it because most characters seem to start with four or five attacks and four is a nice round number.
If your character has four attacks per round than things remain roughly the same. Each of the four turns you get one attack action and one non-attack action like running, piloting, or yelling.
If your character has more than four attacks per round you begin to be able to take multiple attack actions and possibly non-attack actions starting with your first turn. So if you have five attacks your turns would go 2 attacks, 1 attack, 1 attack, 1attack. If you had seven attacks your turns would go 2, 2, 2, 1.
If your character is one ove those rare characters with less than four attacks, IE one with no HTH skill, you would be able to take a non-attack action on each of your turns and be able to choose on which turns to take your attack actions.
With my method, characters with less attacks get to act all the way through a combat, the speed a character can move is not slowed down per action due to having more actions than his slower opponent; like it is in the basic system, and faster characters (with more attacks) are able to strike opponents several times before taking return fire which is realistic.
My players like combat better with these adjustments, what do you think? Would you consider trying this in your games? Do you have an alternate way of house ruleing combat?
Ok let me see if i got this straight... gonna run through a quick combat scene for you to make sure I Got this right...
2 fighters (A and B)
A has 4 attacks, B has 5
Initiative roll: A=15 B=12... A acts first and chooses to attack
A attack roll: 10, B defend (parry) roll:12
B attack roll: 13, A defend (parry) roll:15
B attack roll: 12, A defend (parry) roll: Nat 20
++END TURN 1 of 1st MELEE RND++
Turns 2, 3 and 4 proceed similarly, but without any extra attacks from B because he only has 3 attacks left for the round and thus only one left for the 3 remaining turns... Is this how a typical combat round proceeds in your games?
If so, well done... it's like a reversed idea of the original system... spreading a larger number of attacks over the span of a melee round instead of concentrating them all to a flurry of attacks from a single character or two at the end of the round... I especially like this for a Ninjas and Superspies setting in particular... it has a rather cinematic flow to it... you all have seen Jackie Chan movies... the Hero fires off a couple quick jabs before defending against a flurry of attackers, some swinging two, three even 4 times at him before he gets a shot at taking another swing or two at someone... I like it...