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Combat tracker - multiple actions #60

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Genii-Locorum opened this issue Jan 12, 2025 · 6 comments
Open

Combat tracker - multiple actions #60

Genii-Locorum opened this issue Jan 12, 2025 · 6 comments

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@Genii-Locorum
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Check and implement rules for multiple actions with a -5 Penalty to initiative,

@Lockbox313
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Lockbox313 commented Jan 16, 2025

Multiple actions are not standard and the rules specifically refer to weapons with multiple attacks

"If your character can perform more than one action in a round (some weapons allow for multiple attacks, and combat skill levels in excess of 100% also allow multiple attacks), each attack should be separated by 5 DEX ranks"

"In a combat round your character can perform any one of the following actions on their DEX rank:"

@WisdomOfWombats
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WisdomOfWombats commented Jan 19, 2025

I would cite p. 131: "A combat skill rating of 100% or more lets your character split their attack into multiple attacks, though each attack must be at least 50%." - the BRP system for Foundry supports optional rules.

Also, decreasing initiative count by -5 is required if you want to track noncombat actions.

See page 125: "Noncombat Action
An unengaged character can attempt the use of a skill or power or do some other action not requiring a skill check, such as drawing a weapon or opening a door. Use common sense as to what actions can reasonably be performed in this amount of time and within the degree of movement allowed. These actions, if combined with combat actions or multiple non-combat actions, incur a DEX rank penalty of 5 per action , unless your gamemaster says they should take longer.

@Lockbox313
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It is still obvious that it is not standard for multiple actions and what you seeming to pushing for is that every one one of those the possible actions being added to the combat tracker when the initiative button is pressed by default. Which means for instance a combat with 8 combatants with average DEX of 11 is going to have 24 entries on the combat tracker.

@WisdomOfWombats
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Genii Locorum has suggested that multiple actions could be supported. You seem to assume that in order for this to work, you require one entry for each possible initiative step. Which I think is not how this should work.

There should be initial initiative order based on DEX. Then, when a combatant has acted on their turn, there could be an option to act again at -5 DEX Rank. Then, that combatant is moved to the lower initiative number. If the -5 DEX Rank would be lower than 1, no additional action is possible. With the start of the next combat round, the initiative returns to the original value (or is re-rolled, if that option is active).

Multiple actions are an optional rule in the system, so I don't see why it should not be supported? Also, as soon as you get to modern firearms, multiple attacks are not optional anymore, but indeed possible. So I see a very good reason for supporting multiple actions.

@Lockbox313
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Lockbox313 commented Jan 20, 2025

Multiple attacks can be handled on the chat cards. So how would generic actions work without using the combat tracker ? Mock up something to show how his would work rather than throwing things at the wall and hoping something will stick.

@WisdomOfWombats
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WisdomOfWombats commented Jan 20, 2025

Dude, I am not going to engage with you any further. You somehow made up your mind that there is no way to handle this. I think there is a way. I outlined an initial idea. I don't really get your issue. This ticket is entirely about tracking actions in combat, and thus in the combat tracker. It's not about chat cards or anything else.

Programmatically:

  1. Given that all combatants have been added to the combat tracker with their initiative
  2. Given that it is the turn of a combatant
  3. Then the GM can right click on the name of a combatant in the combat tracker
  4. Then the system will display a dialog (or rather adds a dialog option, dialog on right click is already present), where the GM can select that the combatant acts at current initiative -5 again
  5. If current initiative -5 is 1 or higher, the system moves down the combatant in the inititative order
  6. If current initiative -5 is smaller than 1, the system returns a (error?) message that the combatant can't act anymore in this round

Note: The combat tracker already supports "Re-roll initiative". Lowering the initiative by a fixed amount is essentially the same process, but requires a new option, because you need to store the initial value in case the initiative is determined as a formula (e.g. DEX + 1d10) for the complete combat. Currentyl, the system allows three options:

  • Fixed value based on stat (initial value is always the same)
  • Fixed value + random value rolled once per combat (initial value required on next turn)
  • Fixed value + random value rolled each combat round (value changes anyway, no need to save the initial value)

In the next turn, everything is reset to their starting initiative (or initiative is rerolled, if that is the option selected in the settings)

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