tag:blogger.com,1999:blog-8394074963215462822.post3634556014760504562..comments2024-03-01T11:59:41.400-08:00Comments on Delta Vector: Game Design #39: Reaction Moves, Reaction FireevilleMonkeighhttp://www.blogger.com/profile/11998198938697175335noreply@blogger.comBlogger17125tag:blogger.com,1999:blog-8394074963215462822.post-274490672030975682016-01-09T14:17:47.836-08:002016-01-09T14:17:47.836-08:00In noodling about after reading all of your game d...In noodling about after reading all of your game design articles, here's a system I'm playtesting for a Post Apoc skirmish game.<br /><br />Players get 2 Action Points per unit per turn. This allows each unit to Move 6" and Attack once each. Units can double Move for 2 AP, but trying to do a third move only moved the unit d6". <br /><br />For reactions, any unit that hasn't fired a single shot weapon (sniper rifle, crossbow) already this turn can spend 2 AP to fire at a target that leaves cover and interrupt their turn, which can result in Stunning the unit out in the open, for example.JohnBhttps://www.blogger.com/profile/12720171218728070484noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-9077276268205223792015-04-14T17:30:22.051-07:002015-04-14T17:30:22.051-07:00Ideally I'd like an unlimited reaction distanc...Ideally I'd like an unlimited reaction distance, but have a limited number of reactions. I like your idea of aggressive & defensive reactions.Kenhttps://www.blogger.com/profile/03271309248302755336noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-69182406507078658692015-04-14T17:02:48.524-07:002015-04-14T17:02:48.524-07:00A random aside: I think skirmish games fall into ...A random aside: I think skirmish games fall into 3 categories <br /> <br />5-10 "RPG" category (Infinity, etc)<br />10-20 "Mordhiem" category<br />20-40 "LOTR" category (basically platoon level, but with individually moving minis)<br /><br />I think that the categories require a different focus/mechanics even though they are all "skirmish" per se. I've ran into problems when trying to scale up a Infinity-style game to include groups of troops (20-25); it makes the transition as poorly as 40K made the transition to a mass battle game (Armageddon -argh!)<br /><br />evilleMonkeighhttps://www.blogger.com/profile/11998198938697175335noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-83514901287171991932015-04-14T16:59:10.601-07:002015-04-14T16:59:10.601-07:00Actually that's why I mentioned it. I thought ...Actually that's why I mentioned it. I thought "this might appeal to himI!"evilleMonkeighhttps://www.blogger.com/profile/11998198938697175335noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-61208298196921224882015-04-14T16:52:24.446-07:002015-04-14T16:52:24.446-07:00I should add this is for a squad sized skirmish ga...I should add this is for a squad sized skirmish game but yeah. <br /><br />As you well know, I am fond of rolling 1's and 6's ;)Weaselhttps://www.blogger.com/profile/05873440251698488032noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-52183195739967274202015-04-14T16:45:36.824-07:002015-04-14T16:45:36.824-07:00"The biggest problem is that you need a bunch..."The biggest problem is that you need a bunch of dice (roll them all, set them side, then put them next to guys as you play). So kinda messy."<br /><br />A token or dice per mini IS a bit much. I personally have no issues for a dice next to a unit, because the minis outnumber the dice and make it less prominent. <br /><br />"I've been kicking around experimenting with "average dice" (233445) but I haven't decided it's worth the fuss yet. "<br /><br />That's why I'm looking at things like the 1 and 5 method. Similar effect, no special dice needed. I stole the idea from the common system used for many on-combat actions in LOTR:SBG. evilleMonkeighhttps://www.blogger.com/profile/11998198938697175335noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-9135382953784080292015-04-14T16:33:14.777-07:002015-04-14T16:33:14.777-07:00The rationale I went with is that since you can as...The rationale I went with is that since you can assign each of the dice, you can usually guarantee a high number of actions/reactions where it matters. <br />It also creates the effect that if you need somebody to hold down a line of fire, you're going to need to spend one of your good dice on that guy, limiting you elsewhere.<br /><br />The biggest problem is that you need a bunch of dice (roll them all, set them side, then put them next to guys as you play). So kinda messy.<br /><br />I've been kicking around experimenting with "average dice" (233445) but I haven't decided it's worth the fuss yet. Weaselhttps://www.blogger.com/profile/05873440251698488032noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-7393083977983148622015-04-14T16:27:11.163-07:002015-04-14T16:27:11.163-07:00It's pretty much identical to the system used ...It's pretty much identical to the system used in Lords & Servants, only you get a set pool of 3D6 actions, rather than based on the # of figures. <br /><br />Having such a spread as 1D6 (1-6) could be a bit luck-dependent. May I suggest<br /><br />1 = no action - bummer!<br />2-5 = 1 action<br />6 = 2 actions - bonus!<br /><br />Or something similar? That way you'd get a tighter, smaller spread, without zillions of unit tokens caused by rolling 8d6 or something... and it would simplify the math - simply sort them into 1s, 6s and everything else. <br /><br />It's something I'm fiddling with my Mordhiem-Infinity house rules. (I'm having fun trying to reconcile to diametrically opposed concepts).<br /><br />As unlimited reactions seem unfeasible, I'm exploring the middle ground as found in L&S.evilleMonkeighhttps://www.blogger.com/profile/11998198938697175335noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-51828631390934682202015-04-14T16:07:06.450-07:002015-04-14T16:07:06.450-07:00An idea I've been mucking with:
Each unit get...An idea I've been mucking with:<br /><br />Each unit gets 1D6 actions. You roll the pool of dice at the beginning of the turn and assign the dice to figures as you activate.<br /><br />You can split those between actions and reactions as you see fit. <br /><br />If I want to react with a figure that hasn't gone yet, I can allocate any of the dice I have remaining to him/herWeaselhttps://www.blogger.com/profile/05873440251698488032noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-26332339284024678272015-04-14T16:04:44.092-07:002015-04-14T16:04:44.092-07:00So you're in favour of limiting reactions by r...So you're in favour of limiting reactions by range, and it's more the exact range you're dickering over.<br /><br />Once thing I have done before is divide reactions into TYPES of reaction:<br /><br />Aggressive (returning fire,counter-charging into contact)<br />and<br />Defensive (taking cover, returning fire, retreating from contact)<br /><br />Units can take a defensive reaction anytime, but must test morale/leadership etc to make a offensive reaction; and if they ever fail a test, then no more offensive reactions that turn....evilleMonkeighhttps://www.blogger.com/profile/11998198938697175335noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-48375871536848477532015-04-14T16:00:57.801-07:002015-04-14T16:00:57.801-07:00"For example, if I already am using Alternate..."For example, if I already am using Alternate Activation, do I really need a Action/Reaction mechanic as well? Wouldn't my turn to activate something give me the chance to "react" if I wanted to?"<br /><br />Yes. As I said above, some activation types have some degree of built in reactions...evilleMonkeighhttps://www.blogger.com/profile/11998198938697175335noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-5640078519234867682015-04-14T15:15:10.861-07:002015-04-14T15:15:10.861-07:00I liked how the Starship Troopers Miniatures Game ...I liked how the Starship Troopers Miniatures Game did reactions. there was a reaction distance (10", I think) and each faction had different possible reactions. The Mobile Infantry could either shoot, move, or standby (don't react). Honestly, I'd the like the reaction distance to be a little further, but with enough terrain, it should work out pretty well as is. Kenhttps://www.blogger.com/profile/03271309248302755336noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-82238699904112100812015-04-14T13:46:35.862-07:002015-04-14T13:46:35.862-07:00Using reactions as a Resource is an interesting me...Using reactions as a Resource is an interesting mechanic. In skirmish games it feels a bit ... gamey (?) for lack of a better word. If Hank can react to being charged by an angry Thark, why can't Bob? Oh, because the reactions are all spent? <br /><br />However, as you go up in scale it can make more sense as the "commanders" attention has to be divided and he can;t actively order everyone to do everything at once. <br /><br />However, I have typically viewed Action/Reaction as a varient turn sequence as opposed to its own set of mechanics. For example, if I already am using Alternate Activation, do I really need a Action/Reaction mechanic as well? Wouldn't my turn to activate something give me the chance to "react" if I wanted to?<br /><br />Now I am re-thinking this thought process a bit. Thanks. Blood and Spectacles Publishinghttps://www.blogger.com/profile/04553070461794152273noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-24142478313644184262015-04-14T13:40:13.067-07:002015-04-14T13:40:13.067-07:00Sure. However it's simply so vast (250 pages!...Sure. However it's simply so vast (250 pages!) - and my Infinity enthusiasm has waned as its just so fiddly to paint and assemble the minis (I have a lot of them...) I think I have the draft of Part 1 of a N3 review...evilleMonkeighhttps://www.blogger.com/profile/11998198938697175335noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-44080539233216566862015-04-14T13:02:02.800-07:002015-04-14T13:02:02.800-07:00I feel that there's a middle size where reacti...I feel that there's a middle size where reactions work well.<br /><br />Very big games, it becomes a mess to track and very small ones, there's too few figures for it to ever really be needed.<br /><br />Weaselhttps://www.blogger.com/profile/05873440251698488032noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-60983649644671461852015-04-14T11:22:04.763-07:002015-04-14T11:22:04.763-07:00"(Infinity). If a model scratches its bottom,..."(Infinity). If a model scratches its bottom, you can react to it."<br /><br />Love this line and so true. Have you had a chance to look at N3 yet?Mookieferhttps://www.blogger.com/profile/05933893666873939690noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-28416981969953079862015-04-14T10:45:57.201-07:002015-04-14T10:45:57.201-07:00Maybe if moved/shoot/whatever style of actions wer...Maybe if moved/shoot/whatever style of actions were grouped together in 'tactics' or whatever, so that one unit can react to another unit's complex action with an option from a library of reactions?Nurglitchhttps://www.blogger.com/profile/03333941626425462180noreply@blogger.com