I'm looking for suggestions on how other GM's handle combat situations, especially on a large scale when there are more then 20+ combatants. My next game there is going to be the potential for a very large firefight. I usually pre-roll initiative for my NPC's. I always bring my laptop to gaming sessions (For Sound Effects, some Videos, ect.) and I was thinking about using the Dice Roller program, especially for NPC's with large dice pools. Are there any other programs someone can recommend or different ways to run your SR combat? I appreciate any feedback. Thanks.
Use the Dice for Hits rules to simplify things among NPCs. If you have some grunts or whatever fighting it out and not directly involved in the fight with the PCs, just figure out what happens by buying hits. Example: Grunt A has a pistols plus agility pool of 8 and is shooting grunt B who has reaction 4. A buys 2 hits versus B's 1 hit. No dice roll needed. You can do the same for the damage resistance test. B has body 3 and Ballistic armor 5 so can buy 2 hits. This makes it easy to figure out who wins when it isn't PCs doing the fighting. I used this very mechanic in Ghost Cartels in Kowloon City (those who have played this should know which bit I'm talking about).
If one of these grunts moves on to fighting a PC directly just go to normal rolls. You only really need to roll the dice for things directly involving the PCs, so you could also just hand wave any NPC on NPC fights.
Buy Hits, single damage tracks for NPCs. Handwave and do the box test for non PC focused action, focus on the players actions.
The easiest is to do enough damage to the PCs they don't need to roll dice after the first attack....
I use Mass Combat rules from the Exalted game by White Wolf as the game rules for SR and Exalted seem to be easily interchangeable.
Roll Initiative only Once per fight ,not any Round
Hough !
Medicineman
I am yet to find such a high number of oponents on my games, but i am looking forward to it. So:
1) only one roll of initiative per battle
2) single damage track for grunts.
3) buying hits, even against the pcs.
The 3 item very important, because, in a firefight against a large number of oponnents, each foe reduces the target's reflexes per single action. That will make your players go for cover VERY quickly.
The one thing that really helped us was when I (being the one player who is familiar enough with rules not to have to look up things too much) started tracking the initiative (including the passes) for both PCs and NPCs.
It frees the hands of the GM to concentrate on what the NPCs are doing, and saves the "what pass it is now?" and "I think I got skipped" debates between players that used to be a big hindrance...
depending on the professionalism of the opposition, start making them flee once they reach - say - 6 boxes of damage.
Try not to make the fight too easy - aka that mage with that stunball - spread the opposition.
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