[UA] Unsuck
James O'Rance
jorance at hotmail.com
Wed Apr 25 21:17:49 PDT 2001
holycrow at mindspring.com said:
>>>Currently GMCs go on their Speed, either as a success or as a fail.
This saves the GM a LOT of die rolling, but it's also pretty bogus that all
GMCs are either absurdly, reliably fast or absurdly, predictably slow.<<<
Not necessarily - have some GMCs with low Speed scores but "successful"
initiaves, and vice-versa. Thus the predictability will be a lot less
noticeable - the reaction times of GMCs will be less extreme.
Hopefully there's some kind of justification when the GM decides which GMCs
are successful and which aren't, anyway. Maybe such-and-such a fellow is
known for being slightly hesitant, but is quick as a fox. Maybe Zeke always
reacts quickly, if only to trip over his own feet.
With recurring GMCs, I'd vary their success/failure in initiative from time
to time. If Eponymous has been having a really bad day, he might have a
Failed initiative for once.
I like not having to roll these things. I like being able to decide them
beforehand and then just check the bit of paper when I need to. Games run
more quickly, and (for me) are more fun when players make most of the rolls
(one reason why I like TWV and WotC's Saga, among others).
>>>GMs, on the other hand, also have the option, so they can control the
pace of the combat. If it's a 1-on-1, they can roll to draw it out and
increase the drama. If it' 3 PCs vs 8 goons, the goons can all act on half
their Speed.<<<
If it's a one-on-one and you want to make things less certain, the GMCs
could just roll for initiative as a normal PC. That seems easier.
Still, I've certainly run less UA combat than most people here, so I might
be out of my tree.
BTW, I basically use UA combat for my convention Cthulhu games. Naturally,
it's a bit deadlier, but that's as it should be.
Cheers,
James ORance
Divine being creates petting zoo. It gets out of hand.
- The Bible (summarised by John W. Mangrum)
http://www.geocities.com/dragon-dreamer/
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