@paulczege here’s a question that keeps befuddling me. I’m in the old D&D camp, combat is a thing but I would like it to be quick (like, two or three “rounds” if the game has rounds). Game mechanics that work well for up to five characters start breaking down when playing with seven or eight characters; in one campaign I sometimes have fifteen characters total (five or six player characters + entourage). I’m currently writing up a simple 2d6 system… how to solve this?
So the basic rules are in this pdf:
Essentially combat is a long string of one-on-one 2d6 vs rolls with the difference indicating who deals how much damage and allowing them to “keep the initiative” meaning they nominate who goes next and thus enabling them to pick the kind of attack they want to do.
Yesterday, they fought an Ettin and it took very long and it didn’t threaten them. So now I’m looking for a simple idea that would fit.
Okay, here's my idea. Give monsters a "recipe" of certain kinds of attacks it takes to kill them. An ettin might take a "suprise attack" (one rolled with Dex instead of Strength) plus a "heavy strike", but maybe a couple of successful regular attacks is enough for players to keep the initiative until they get to it. A group of goblins might take a "mook flurry". A dragon might take ...
...a sequence of successful "overstrike" attacks (where a player rolls better than the attack by the prior player).
@paulczege Thanks! That’s an interesting idea and might provide a “Shadow of Colossus” kind of feel where you have to climb the giant (or do something else that’s crazy) in order to kill it.
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