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  #106  
Old 05-03-2010, 12:05 PM
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Is this game over? I'm about ready to bail, WoD is kinda clunky to do by post. No offense to the game though.
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  #107  
Old 05-03-2010, 01:28 PM
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hope not, the game could go pretty smoothly I think, once we work out the system like we have
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  #108  
Old 05-03-2010, 03:31 PM
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Sorry I just haven't had time to post due to finals.
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  #109  
Old 05-03-2010, 04:13 PM
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Even as complicated as it is, it hasn't been much slower than combat in any other PbP game.

I would suggest trying to soldier through the combat to the game itself, at least. Unless I missed my guess, this combat should only have another round or two, barring some truly epic fail rolls.

My other post was a little bit better, but I got angry when the DB error ate it.
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  #110  
Old 05-03-2010, 04:13 PM
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It's been my experience from running a Vampire game here that combat does not flow well in WoDPbP. I have streamlined it considerably for my vampire game, and let's face it, werewolf is far more combat-oriented. Maybe if Traikun can fudge a bit past the first combat, we'll have time to dig into the story and character development. Then the real fun will start, as I'm sure we'll all get along like peaches and cream.
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  #111  
Old 05-03-2010, 10:22 PM
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I've never STed wod online. Gotta figure out a way to make combat quicker. Perhaps just a single nasty instead of a few manageable ones. Let's get through this turn, combat will end after it. I'll keep you guys out of combat for awhile after that.
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  #112  
Old 05-09-2010, 08:14 PM
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Ouch that's a lot of damage. Luckily you got some good dodge and soak rolls Ril
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  #113  
Old 05-11-2010, 08:23 AM
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I tell ya, Traikun, it is easier running Vampire combat scenarios. I think it's because a lot of vampire disciplines are well-suited to avoiding combat-- Domination, Presence, etc. Werewolves are pretty much built for this sort of thing.

On another note, I think I'm gonna try Northwind's interrogation incentive method in all my games. Granted, it may be less effective when playing a gnome, for example, but still... it's the thought that counts.
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  #114  
Old 05-11-2010, 11:38 AM
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LoL gnomes biting someone's head.
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  #115  
Old 05-11-2010, 12:08 PM
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Savage gnomes! Savage, killer gnomes! Gnomes with rabies! Grrrr!
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  #116  
Old 05-11-2010, 01:13 PM
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Gotta go Psionic gnome, that way you can expand, and incarnate gives you a bite attack, so you could look that way.
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  #117  
Old 05-11-2010, 04:17 PM
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I believe Vampire combat would be simpler. There's got to be a way to streamline werewolf combat. Any suggestions?
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  #118  
Old 05-11-2010, 04:55 PM
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Well, for one thing, I don't go with splitting dice pools. I just give my players their attack pool (Dex+brawl/Melee/Firearms) and their defense pool (Dex+Dodge). Beyond that, it's largely a matter of flying by the seat of my pants, figuring out what works and what doesn't in my groups.
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  #119  
Old 05-11-2010, 09:19 PM
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For speed purposes, rolling both attack and defense pools all the time could be useful-- just apply them however they are needed during the round. Obviously, the attacks will be used, but a defense pool might only be needed if the player is being attacked-- but if its already rolled, then there is no need to wait up for the player to make the roll later.

We tried it with a Dark Heresy game (which uses Parry and Dodge similarly, to an extent) it really helped with the pace of combat. Also, situational penalties and bonuses can occasionally be forgotten, but that should only be a minor problem. If the group in my Exalted game gets into some hairy combat (god, I hope not), I may try it that way and see how it works out.

Ultimately, I expect that it might help with reducing the need for lots of rolling for each round of combat. Well, sorta. Not so much 'less dice' as 'rolling them all at once and using whatever is needed''.
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  #120  
Old 05-14-2010, 09:01 PM
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Is it just me, or is anyone feeling Demon the Fallen?
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