commanderq 0 Posted November 20, 2009 So...iv run about 10 or so sessions of anima...and combat is just very VERY number chruncky for me. So my new plan to stream line combat, is round everything off to the neartest 25th. And the diffrence of that roll is the % of damage delt, or the counter attack bouns given. So if you have a +75 bouns and roll a 80, i would round the 80 to 75 as well, giving you a 150 total attack, as for defense they have a 100 defense, + a roll of a 25 giveing them 125 defense. the offence wins by 25 points, dealing 25% damage. If that had been reversed and defense won by 25 points they would get a +25 bouns to counter attack. Dont know if anyone else will use this, but Im hopeing this makes games a little less of a grind fest for me...lol. Other than that though, the game is great. Quote Share this post Link to post Share on other sites
player33475 7 Posted November 22, 2009 I agree. FWIW Here's what I did: First, I wanted to make Action penalties easier to use. To do this, I did: All values relating to Primary Characteristics, Ki, Ki Accumulation, Total PPs, Free PPs, Fortitude, Breakage and ATs are multiplied by 10. Action Penalty applies to all d100 rolls with the following exceptions:- Apply only half the penalty for Initiative, Primary Characteristic (inc. movement), MA and Ki Accumulation; and- Apply no penalty to Resistances. Second, I wanted to make combat rolls and damage easier to use. To this, I did: Final Damage = Base Damage x (MoS – AT)*% *rounded down to the nearest 10. Thirdly, I also streamlined Critical Hits using mathematics to reduce the equation to the more simple form of: Critical hits are scored when the Damage is equal to or greater than the target’s Physical Resistance. The MoS over Phy Res is an Action Penalty and Critical Level for other effects. Finally, I also streamlined the additional defences penalty to match multiple attack and action penalty: Additional defences after the first are at a consecutive -25. Quote Share this post Link to post Share on other sites
commanderq 0 Posted November 25, 2009 Xx that just confused me. actually what i ended up doing, since i was using a calcuator already. I just added up the rolls and subtracted them like normal, however instead of rounding to the neartest 25th, i just took the result if it was positive, that was the % of damage done, if it was negetive that was the bouns the defener got in a counter attack. example, fighter A attacks figher B. fighter A rolls an 83 and his attack bouns is 77, resulting in a 160 total attack. defender fighter B rolls a 60 and has a 80 for defense resulting in a 140 for defense. the result is a 20. that means fighter A did 20% of is base damage. if you reverse the rolls and it came to -20, that means fighter B would get a +20 to his counter attack role. Trust me this speeds things up conciderably. Quote Share this post Link to post Share on other sites
player33475 7 Posted November 25, 2009 commanderq said: Xx that just confused me. Not sure why. The method doesn't need to use a calculator Quote Share this post Link to post Share on other sites
Luced 0 Posted November 25, 2009 commanderq said: Xx that just confused me. actually what i ended up doing, since i was using a calcuator already. I just added up the rolls and subtracted them like normal, however instead of rounding to the neartest 25th, i just took the result if it was positive, that was the % of damage done, if it was negetive that was the bouns the defener got in a counter attack. example, fighter A attacks figher B. fighter A rolls an 83 and his attack bouns is 77, resulting in a 160 total attack. defender fighter B rolls a 60 and has a 80 for defense resulting in a 140 for defense. the result is a 20. that means fighter A did 20% of is base damage. if you reverse the rolls and it came to -20, that means fighter B would get a +20 to his counter attack role. Trust me this speeds things up conciderably. I thought this was how combat worked anyway? was I wrong. if so could some explain how ti realy works couse all the info bsicly made me think the ^ is how it worked + or - situationle modifiers Quote Share this post Link to post Share on other sites
player33475 7 Posted November 25, 2009 Luced said: I thought this was how combat worked anyway? was I wrong. if so could some explain how ti realy works couse all the info bsicly made me think the ^ is how it worked + or - situationle modifiers Not quite but close: 1. In Anima, you need a MoS of at least 30 to do any damage. This alters some damage at low MoS in AT 0 and AT1. 2. Counter Attack bonus is one half the MoF. 3. The MoS is effectively rounded down to the nearest 10. Quote Share this post Link to post Share on other sites
shogunboy 0 Posted December 9, 2009 Hmmm... It would be a very nice program if someone made a program that was meant for Anima combat, seeing how the OP mentioned it, "clunky". Quote Share this post Link to post Share on other sites
TalkingMuffin 3 Posted January 10, 2010 I want to run this, then I come here to brush-up and it scares me away again. This game seems WAY too complicated for its own good. Quote Share this post Link to post Share on other sites
Raybras 1 Posted January 10, 2010 TalkingMuffin said: I want to run this, then I come here to brush-up and it scares me away again. This game seems WAY too complicated for its own good. http://www.edgeent.com/animaforum/index.php?board=21.0ought to help you a bit more Quote Share this post Link to post Share on other sites
commanderq 0 Posted January 26, 2010 Its a bit complicted yes but I dont mind using a calucator to run sessions. Also in dnd there was the old rule for GMS of + or - 2. In anima that rule is + or - 30. Basiclly with flanking add +30 to the attackers roll. and -30 for each attack recived after the first. (yes you apply both, getting ganked in anima sucks lol.) Its really not that bad, unless you have charecters trying to do like, "at weapons point", or "Grapple" every trun...THEN things get annoying. Quote Share this post Link to post Share on other sites
Raiel 0 Posted June 13, 2010 Hi! I think this gameplay fastener resolution is not the real one. I have encountered many times where PC and NPC-s (6 "player") fought alongside against 25 or more encounter. This could be a session of bloodbath, many of my friend love this, but as DM i think it is not their point of wiev. They shall have a fast peaced battle amongs ohers, they fight their onw fight, but they can look up, help, try to turn the tide of the battle. To ensure this feel, we use the Action mode. In this mode, all NPCs battle fought with a few DM roll. It is a few second thinking and a roll. example: All players go to action mode ... fight rules as written in anima Player 1 need 5 turns to finish 2 encounter Player 2 need more time still fight with 2 encounter (he had 3) Player 3 is near down... _________________________________________ in this moment since player 1 can help, and also intresting quesion, what happend full scale, the battle throw is coming... based on enemy: 25 lv 2 demonservant ghoul - anything happen 100 attack value with a moderate 55 damage damage res creature 600 hp, AT 5 ally: 2 powerful characther (players have good formation against the horde) one with damage barrier, virtually invulnareble against them, fight with dai-katana, motivation aggressive the other can banish these demons, but he is watching in overall, he can empoly healing too. ________________________________________________________________________________ the odds: d100 roll 1-10 % 9 enemy down... luck 11-30 % 5 enemy down ... 31 - 50 % 3 enemy down (10 % wound on char 2) 51 - 80 % 2 enemy down (10 % wound on char 2) ... up to this anyone can help each other.. formation solid 80 - 90 % 2 enemy down enemy press is heavy checks for maintain formation ... (10% wound on char 2) .... only player 1 or npc one can help player 3 90 - 100 % ... same as above but player 3 is in real danger... no time to think... if action is possible next turn npc two will heal player 3 late or not ... so action mode looks like this... in a past few years we used to use this method... and we love it but never used on arch enemy ... opposing "heroic" party ... ps. sorry for my horrible english Quote Share this post Link to post Share on other sites
hellgeist 0 Posted June 14, 2010 Simplifying by any of these methods damages the integrity and principles these rules were based upon. Within a ruleset that is based on realism, success or failure is often made on a 1-3% margin, which is often the most exciting and rewarding occasion in the PnP gaming experience. Rounding numbers and collapsing formulas takes a lot of the credibility out of things like 'within a hair's breadth' or 'against staggering odds'. If your really set on simplifying, why stop at just rounding to quarters? You could preserve all the elements of this game setting except the mechanics and just use rock scissors paper to resolve everything, and stack the level/impacts of the gain or loss resulting from the basic test. But then your just a step away from D&D 4th edition.. Quote Share this post Link to post Share on other sites
KyoKun2 0 Posted June 20, 2010 I kind of understands "commanderq" way of thinking alot more when it comes to the combat. The others are not hard but this one juts seems simple and all. Quote Share this post Link to post Share on other sites
CanadianPittbull 1 Posted June 22, 2010 These are great alternatives for those who want combat to go a bit faster. However I'm in agreement with Hellgeist on this one, if you change the system too much you end up taking away from how the mechanics work which changes the game. And at that point your better to just take the Anima mythos and plop it into a game system of your own delight. I liken it to a tasty bowl of hearty stew. If you get rid of the meat and potatoes you don't have much of a stew left. I think with more plays of the game you will get more proficient at how the system works. Quote Share this post Link to post Share on other sites