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#26
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 6,640 Joined: 6-June 04 Member No.: 6,383 ![]() |
It almost seems as if even with a computer program if you're routinely going to have big battles you might need 2 GMs. On the one hand the GM has the advantage of having a "hive mind" which the PCs don't have when he moves all the enemies but on the other hand having one hive mind trying to control 40 guys while administering all the rules it could still be really overwhelming.
Maybe there should be a "rules GM" and an "opposition GM", where the "opposition GM" is the hive mind controlling all the enemies whereas the "rules GM" just exists to painstakingly administer the rules with the help of his trusty computer program which helps him keep track of all the mooks. I think that that would lead to the most interesting gaming experience. |
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#27
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Moving Target ![]() ![]() Group: Members Posts: 308 Joined: 1-June 06 From: Nova Scotia, Canada Member No.: 8,631 ![]() |
I don't have my books with me, but I don't remember seeing how your professionality rating determines how your morale would work. Reason I ask is because the way D&D did it was something like: A simple 50% morale level for monsters, with a +5% for every hit die above one. And then depending on if they outnumbered the PCs, if there were more than a half of the monsters dead, etc, they may run away instead of staying and fighting. I suppose with the SR rules you could use the professionality rating as a TN and if you roll above it, you panic or something. :P Don't know the rules offhand, so I just made something up. :P |
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#28
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panda! ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 10,331 Joined: 8-March 02 From: north of central europe Member No.: 2,242 ![]() |
anyone that get hurt beyond a specific point will stand down or run away.
and atleast in SR4 you have a reaction when more then x amount of the npc team is lost. |
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#29
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Target ![]() Group: Members Posts: 71 Joined: 26-February 02 From: Oz Member No.: 131 ![]() |
Thoughts for when you don't have a computer on hand on the day:
For initiative, use the random number function within excel, pre-generate a couple of hundred rows of numbers, print it out and each round just allocate the numbers against the surviving goons. For combat rolls, similar principle, just have a number of columns equal to the amount of dice they can roll and work down the list with each roll. Set one or two of them up to have a range higher than six. Not hugely accurate, but will get you by. Its pretty easy to fit up to 10 sets of condition monitors onto an A4 page as well, tacking a small section for ammo wouldn't be that hard if you're so inclined. Most of this relies on similar stats for the oponents, but a couple of sets can be done up. The biggest problem I've had with large battles is desk space for all the bloody paper to keep track of it all. |
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#30
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Moving Target ![]() ![]() Group: Members Posts: 530 Joined: 11-June 05 Member No.: 7,441 ![]() |
We have a program I rigged up that keeps track of -- and rolls -- initiative for all characters the combat. It also keeps track of damage tracks and automatically adjusts initiative for it.
Next thing I need to add is the ability to read NSRCG files and import them. Eventually, I may add the ability to roll for characters if the GM desires and auto-resist and auto-apply damage. I find larger battles are much easier and faster when you automate the initiative (including PCs!) and turn handling. We kept track of it, and we found that we probably ended up saving about 25-45 seconds per combat turn per character in the battle with this program. I imagine we could up that considerably if we did auomatic damage resistance and application for NPCs. (Handling Karma pool is tricky for that though...) (And actually, if anyone wants a copy, I'll be happy to share -- source code too, under GPL -- but when I say "rigged", I really mean "rigged." And no, no technical support at all. Don't even ask.) |
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#31
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 6,640 Joined: 6-June 04 Member No.: 6,383 ![]() |
Intriguing. Perhaps it's just what the doctor ordered. Maybe you should start a thread in Community Projects up top? Maybe people with coding-fu will help to perfect it. |
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