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[ • /dir//qu//cyoa//erp//monster//his//wh40k//arda/ •]

File: 1454636190197-0.jpg (26.13 KB, 540x300, 9:5, serb.jpg)

File: 1454636190198-1.jpg (79.66 KB, 610x406, 305:203, skuplje.jpg)

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 No.215956

what are some systems with fast paced combat? And generally systems with a focus on combat.

I plan to run a hotline miami-esque game based in the breakup of Yugoslavia in the 90's, and the PCs will be late teens that will get into the crime life to earn dosh, since jobs were nonexistant.

pics wholly related, setting will be themed like this.

 No.215958

Savage Worlds is good if there are lots of mooks to kill… like stormtroopers, orcs, Slavs, etc.


 No.215960

>>215958

killing mooks is definitely the priority, will read it up in a moment, in short what does it work like?


 No.215978

File: 1454641283558.jpg (175.04 KB, 960x576, 5:3, skeleton war.jpg)

>>215960

It was built off a wargame into a full RPG. In fact, a lot of people play it as a wargame. Made by the guy who made Deadlands back in the day

>skills/ abilities have a die

>so strength might be a d10 and intelligence might be a d4 or something like that

>you roll the relevant die

>4 or better and you do it, + and - modifiers as applicable

>it uses a poker deck for initiative and it's kind of awesome

there are two kinds of people ion the world: wild cards and extras.

>Extras are faceless mooks. They have two damage states: "shaken" or dead. No hitpoints or damage modifiers to track

>The other kind of character is a wild card which is major NPCs and the PCs. They have wounds and they roll an extra die when they make rolls.

Combat was designed specifically to handle combat with lots of dudes with minimal bookwork. It's a great balance of tactical crunch and speed. One of my favorite games.

Here are the quickstart, abbreviated rules

https://www.peginc.com/freebies/SWcore/TD06.pdf


 No.216003

>>215978

sounds promising, will probably be using it from what you told me and from what I read.

ORE looks good as well however.

https://1d4chan.org/wiki/One_Roll_Engine

I have about a month before the game starts so I have the time to choose.


 No.216014

>>215956

If you need gritty, modern, and rather lethal combat, then go grab GURPS.


 No.216024

>>216014

I am a regular GURPS player and I need something even faster than GURPS, and GURPS is pretty fast.


 No.216044

>>215958

>orcs, Slavs

Redundant.


 No.216053

>>215958

Mudslimes are much closer to mooks.


 No.216065

>>216024

Is it possible to streamline GURPS?


 No.216102

>>216065

Ignore 80% of the rules. Boom. Streamlined.

From what I keep hearing from GURPSers, most of them ignore most of what's in the book.

>spend 4.5 hours powerbuilding a PC

>roll 3d6 to do stuff

>ignore everything else


 No.216108

Obligatory Riddle of Steel mention. Superfuckingfast, but also incredibly detailed and interactive, with a lot of weight on character choices in combat.

But it's pretty deadly, I don't know if that's your thing.


 No.216110

L5R


 No.216117

>>215958

>Savage Worlds is good if there are lots of mooks to kill… like stormtroopers, orcs, Slavs, etc.

Seconding this. Does anyone know of another system like it? Preferrably one WITHOUT exploding dice?


 No.216118

>>216117

DnD had the 1hp monsters but it might be a lot of work to modernize it. Maybe trick out d20 Modern


 No.216124

>>215956

>I plan to run a hotline miami-esque game based in the breakup of Yugoslavia in the 90's, and the PCs will be late teens that will get into the crime life to earn dosh, since jobs were nonexistant.

Maybe you should read up about Yugoslavia a bit before doing that sort of thing. Depending on the country the situation will be very different. For example in Croatia the youth would either be fleeing to the safe parts of the country or enlisting in the National Guard/Army.


 No.216143

>>216110

L5R is not the worst system. I'd say it's halfway between D20 and D&D derivatives, and the kind of systems I personally consider "good." (7th Sea is also a'ight)

My two main problems with it (and I've been playing and GMing since the first book, although I never once played the CCG), is that 1) it's still basically the D&D "I go, you go, attack vs. static AC, roll damage vs. HP" chess game, which for me just isn't exciting anymore, and more importantly

2) in all editions there is one maybe two correct build per archetype/clan/whatever. It's abstract/gamey enough, like D&D, to encourage mathematical thinking, and once you see it … Why be a Crab archer or a Lion duelist? I dunno, sometimes I wish I didn't see the math in gamist games, but I can't help it.

Still though, it's not D&D or D20, so all complaints are nitpicking.


 No.216259

>>216117

why not just ignore the exploding dice rule and play savage worlds?


 No.216268

>>216102

>>216065

The skeleton of GURPS is pretty light, with explicitly optional rules to make it very detailed.

GURPS lite (around 40 pages) is streamlined GURPS.


 No.216383

>>216259

Because Savage Worlds can be easily broken without the exploding dice.

However today I did limit the explosion to one per die. So the highest that 2d8 could do is 32, if they rolled two 8s then two more 8s from exploding. Similarly, 1d6 could max out at 12; 6 then another 6. I think I am going to implement this rule in my homebrew, but I am not sure yet.


 No.216384

>>216143

> 1) it's still basically the D&D "I go, you go, attack vs. static AC, roll damage vs. HP" chess game, which for me just isn't exciting anymore, and more importantly

… would you rather have GURPS defense rolls or shadowrun dice pools? Or is there another combat system you find better? Personally, roll to hit, roll for damage is two rolls that keeps the game moving without lots of subtraction for MoS-based damage.


 No.216413

>>216124

I lived trough the breaking of Yugoslavia, and there was gang violence on nearly every side. I lived for a year in Croatia during it and the rest of the time in Serbia. Croats mostly fleeing is propaganda, the poor couldn't afford to flee.

On topic, OP here. what do you guys think of ORE? (one roll engine) I think it might do the job well.


 No.216726

>>216413

Since ORE has both speed and accuracy reflected in its rolls, it'd actually nail a key element of Hotline Miami–namely, ya gotta hit first.


 No.222160

>>215956

>And generally systems with a focus on combat.

"Only War"


 No.227825

>>222160

Was it just my group or is 40k RP combat one of the slowest, longest combat systems in the tabletop world?


 No.228077

>>227825

In my first time playing Dark Heresy, our group took around… 3 sessions of 3 hours each to clear a single building. Conservative estimate was that the we got there an hour in after the first session, so 2 hours of combat in the beginning.

Second session was all combat, all the time really. Well, in between looting and attempting to patch each other up while we're being hunted and 1 hour of combat in the last session.

So we had 6 hours of combat, though… it might just be that your group was a complete retard like mine. FFG 40k combat is complicated, but it tickled my autism the more I learned about it. Unfortunately, final session wasn't combat… we managed to TALK our way through that. Even the DM was surprised at that.

Still, back to what you said. Probably yeah.


 No.228135

>>216384

I'm working on a system where both parties roll, loser takes difference in damage. It's meant to be pretty fast, most characters will last maybe three to five rounds.


 No.228180

Not sure how good of an option it would be, but it's an option.

You can easily simulate mayhem massacre with Mutants and Mastermind 3e's minion rules+Takedown Advantage being that if they so much as fail their Toughness save any degree they either get knocked out and, with the death rules, die instantly.




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