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Post by stupidjedi on Jun 24, 2012 10:29:26 GMT -5
I'm wondering how you would run a combat when a PC wants to attack more than one enemy. Does anyone have any house rules for this, like dividing up dice between enemies, or assigning a penalty to the PCs roll?
I've tried a bunch of solutions, but none I'm happy with. I'm not really a fan of dividing up dice, because it's too severe. Giving a penalty of -1 die per opponent seems to work better, but again I'm not sure. Any help or discussion on this topic would be great!
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Post by The Scarecrow on Jun 25, 2012 3:48:03 GMT -5
The best solution is to create a grunt squad with a fixed value everytime you (as master) need it and only when the number of opponents becomes important for the outcome of the fight or when all these opponents use the same tactic (and probably the same letal stuff) to attack the character. I.e., a character is fighting two Heavy Armoured Aliens Mounting An Hypercycle With Plasma Cannon (3) (The Avengers movie, eh eh eh) that use different tactics, maybe he shall fight one at a time or the master could give him a penalty of one or more dices in order to fight in the same round both the aliens. But if the character (Iron Man?) is attacked by 3 or more of these aliens who use the same tactic (target him and destroy in a dogfight through Manhattan's skyscrapers) you should merge them at the moment in a unique grunt squad of a Pack Of Heavy Armoured Aliens Mounting Hypercycles With Plasma Cannons (5) and launch them against him. In this situation the clichè's value is based not on the number of opponents in the squad but on the difficulty of the test, i.e. disengaging them in the dogfight and reverting the situation so to attack them with an advantage. Obviously if the Iron Man wins the first round against the flying pack, the grunt squad's cliche lows by one dice (4) figuring the fact that our hero has lowered the dangerousness of the pack instead of directly the number of opponents.
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Post by The Scarecrow on Jun 25, 2012 7:49:29 GMT -5
Another solution other than creating a grunt squad, it's to realize an area attack instead of targeting two or more enemies (near to the official Risus phylosophy as for the concept of grunt squad): all enemies included in a specific area are affected and loose one cliché dice. In order to realize an area attack the master must decide for a specific TN (as for spells in Risus): the character checks against this TN and, if successful, hit the enemies lowering its clichès (quick version of the rule) or his dice results become a new TN against which the enemies must check to avoid the clichè's loss (this last particularly suited for spell area effect like fireballs or explosions in a modern setting).
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