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[nWoD] Variation der Kampfabwicklung

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Nin:
Scene Based Combat
1) Initiative ermitteln
2) Ziel/Aufgabe/Vorhaben bestimmen
3+) mehrfaches Würfeln (Extended Action), um festzustellen, wie der Ausgang der Szene aussieht.

Nin:

--- Zitat von: Jiba am 15.11.2010 | 12:06 ---Ein Überblick über die verschiedenen Regelvarianten bei Kämpfen würde mir schon enorm helfen...
--- Ende Zitat ---

Wünschst du mehr Details oder reicht dir das so?

Jiba:
Wenn du dir die Arbeit machen willst... Diceless, Scene und Angriffswürfe als Gruppe interessiert mich noch sehr stark.
Danke aber bis hierhin!  :d

Nin:
Wenn ich es kurz machen darf. Da steht natürlich sehr viel mehr im Buch, aber ich reduziere das mal auf das Wesentliche:

Diceless

Der Würfelpool wird wie üblich gebildet (Boni + Mali), dann durch 3 geteilt. Dieser Wert (Force) entspricht den Erfolgen, der Rest ist dann entweder 0, 3 oder 6 und fließt als 1, 3 oder 6 in einen Pool (Frequency). Frequency kann bis zu einem Wert von 10 gesammelt werden, für 10 Frequency gibt es 1 Force. Es gibt noch ein paar andere kleiner Details, Tausch von Force gegen Frequency oder 3 Frequency für einen kritischen Fehlschlag.

Modified Dice Pool - Force - Frequency

0 or less - 0 - 1
1 - 0 - 3
2 - 0 - 6
3 - 1 - 1
4 - 1 - 3
5 - 1 - 6
6 - 2 - 1
7 - 2 - 3
8 - 2 - 6
9 - 3 - 1
10 - 3 - 3
11 - 3 - 6
12 - 4 - 1


Hier mal das Beispiel für Streamlining Combat und Simultanious Action aus dem Buch:


--- Zitat ---Steve, Mara, and Farouk square off against four dead soldiers who’ve been hideously reanimated by a forgotten desert ruin.
Steve chooses a dice cap of five, covering his Strength + Brawl pool of five and his Dexterity + Firearms + small handgun pool of seven. He adds two to group Defense.
Mara chooses a dice cap of 10, limiting her to using her rifle, as her Dexterity + Firearms + the rifle compose her biggest dice pool. She adds a Defense of two as well.
Farouk picks a low dice cap of four. He’s as good with his fists as Steve, but his Wits + Occult pool of four lets him read a banishing ritual from a moldering piece of vellum. Farouk’s Defense is three.
After adding three to dice pools and Defense, the group has a collective dice pool of 21 and a Defense of seven.

The zombie soldiers are a bit simpler. Two shoot with dice pools of nine. Two attack with knives, using dice pools of six (they could shoot as well, since that’s a bigger dice pool, but it would only make a difference if their enemies ran for cover). Each has a Defense of two.
After adding four to dice pools and Defense for this side, the zombies have a collective dice pool of 34 and a combined Defense of eight.

The living characters score three successes after rolling 13 dice (21 minus the zombies’ Defense of eight). The zombies score 10 successes after rolling 27 dice (34, less the characters’ Defense of seven). Ouch. The Storyteller decides to run the fight in simultaneous phases, so that
no action interrupts any other.

The living characters’ players know things have turned out badly and place their hope in Farouk’s scroll. Steve and Mara decide that they’ve failed. Zombies batter aside their fists and rifle barrels. Farouk gets to use all three successes against the zombies — and the scroll turns one to dust per success. Unfortunately, this doesn’t take effect until after the zombies act, so with eerie, wheezing screams, two of them take shaky but accurate shots at Mara, and another stabs Steve with a rusted knife in rotted hand. The Storyteller assigns five points of lethal damage to each of them (using all 10 successes), but none to Farouk after Steve and Mara’s players explain that they would guard him while he uttered the incantation. They scream at their fresh wounds. Farouk sings in Akkadian; the zombies rot to nothing and his scroll burns under a strange blue flame, leaving nothing but ash and tatters.
By the next turn, two of the three protagonists are seriously wounded, but three of the zombies are gone, and the last one is almost sure to be dispatched quickly — though much more messily, now that the scroll is gone.
--- Ende Zitat ---

Nin:
Scene-Based Combat

Wahrscheinlich nicht auf Anhieb und ohne weitere Erklärung nachvollziehbar, oder?


--- Zitat ---1) Determine Initiative: Using the normal rules or a variant depending on your group’s preferences.
2) Select an Objective: The goal you want your character to accomplish, such as capturing or knocking the enemy out of the
fight, or defensive maneuvers to avoid danger.
This determines the dice pool you’ll use for an extended action roll.
3) Set Action Thresholds: The first threshold is a number of extended-action rolls equal to the lowest dice pool among all participants. The second
is equal to the next lowest, up to the highest dice pool among all participants.
4) Roll Extended Action to the First Action Threshold: Each participant rolls their dice pools a number of times equal to the first action threshold.
Each failed roll imposes a cumulative –1 dice penalty to the next roll.
5) Check Objectives: Check to see if any participants have accumulated enough successes to reach their objectives by the first action threshold. If they have, resolve these objectives in Initiative order.
6) Roll to the Next Action Thresholds and Recheck Objectives: Keep rolling to the next action threshold and check for objectives as per steps 4 and 5 until the combat has been fully resolved or you reach the last action threshold.
7) If Required, Refresh Thresholds and Roll Limits, then Keep Going: If the scene isn’t fully resolved by the last action threshold, start again — but add successes to previous totals.
--- Ende Zitat ---

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