Hammer wrote on Oct 23
rd, 2009 at 8:09am:
Guardian7 wrote on Sep 18
th, 2009 at 12:27pm:
The inititive works absolutely fine for me.
I like the phases and how if you actually calculate the fights... they are extremely fast (Like real fights... trust).
The problem with initive lays more in the fact that it is cumbersome. You have to write in all the potential chara involved.
I have to admit... the only time I every used the inititive roll (d10 additive) was on the first round of the fight (if they surprised)... after that. It was all Agility -15.
Fast chara/npcs/people moved first... like in reality.
Does anyone have any alternate rules for large group combat... Right now, we're engaged in a battle with 20+ combatants, and things are really bogged down. By the time the PC's go (they have pretty low Agilities 12/13 and 15) they've pretty much forgotten who is fighting whom...
I tried having all the thugs go at the same time, at least those with 15+ agil's and then everyone on the second action. I also tried having all the villains go the same way, team at a time instead of individuals. I like the idea of not rolling initiative every turn, makes things a little quicker.
Anyone have anything else?
Not really, other than (as I've mentioned before) calculating the base "to hits" ahead of time. In other words, knowing that most of the Goons have to roll an 8 or less to hit really speeds things up.
Calculating
exactly what it takes each character to hit each character (though time consuming up front)
really speeds things up as well (I do this for every adventure I run).
One other thing I do (to speed things up) is make a large "battle sheet" ahead of time. I go to an office supply store and buy a large, columnar pad (with a dozen or more columns) and then I write out everything ahead of time, listing every character at the top, along with (for the NPCs) their Hit Points, Power, and Invunerability and/or Armor. For
every character I also write down their Agility (next to their name) so I have it handy in case there is a tie with initiatives (I allow the PCs to keep track of their own Power and HP, as this moves things along much faster).
Other than that, my recommendation is to try to avoid having so many participants, if possible. Having a 2nd GM to help with parts of your adventure (even if it's just keeping track of who moves when) helps as well (if that's a possibility).
We actually end up having numerous battles with this many participants, as we have about 8 regular PCs and they end up often fighting swarms of bad guys. Most of our GMs are fairly experienced, though.
I do admit that it is tough to handle huge groups like this, no matter how you slice it.