In a word, maneuver cards.
Making these is incredibly simple.
Take a couple or three index cards and write the basic maneuvers any NPC is going to use on them, include weapon damage and defense and reference that when the fight starts
A short example
DR2 Small Shield DF2
Thrown Javelin Aim 1 round throw 10 yards skill 10 -- 5 yards from ambush skill 12 -- 1d Impaling
Block 11 12 with retreat
War Club (baton) swing torso 12- 1d+1 crushing
These simple prearranged combat moves will speed up combat enormously and can also be used with Martial Arts by simply setting up the more complex maneuvers in advance.
Applied carefully they can also give the impression of on the fly tactical thinking by NPC's
I do recommend encouraging PC's to use them which not only will this will make things quicker for them, it will make them use combat options more than "thrust to the torso" which is a help when moving players over from systems like D&D which have much more abstract combat.
Lastly, they can be used to flavor combat as well, applying cool or historic names to moves will add a bit of excitement and can be used to increase immersion
Say a PC does taekwando , writing his knife hand strike as punch torso 1d and sonkai tageri /knifehand gets PC's into character and it can even easily be used with any kind of power up, say an attack that is all out attack head, 2d +1d cold might be called "reap the frozen fruit" or whatever you like.
Anyway hope this helps your game and see you in a while
Against the Witch-King (Darkmaster) character options - As I mentioned yesterday, I plan to test out *Against the Darkmaster *(VsD) with some of my old MERP books. Specifically, I hope to run a few adventures ...
4 weeks ago