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MT Combat and interupts

tucker2

SOC-12
I have a great deal of trouble utilizing interupts properly, especially after a long session and the caffeine doesn't work right anymore. The system gets insane if more than four folks are on either side(s), what with all the interupting interupts.

I pretty much chucked'em out, though I'd be interested to hear how others here deal with the things. What gives, fellas?
 
I have a great deal of trouble utilizing interupts properly, especially after a long session and the caffeine doesn't work right anymore. The system gets insane if more than four folks are on either side(s), what with all the interupting interupts.

I pretty much chucked'em out, though I'd be interested to hear how others here deal with the things. What gives, fellas?
 
I have a great deal of trouble utilizing interupts properly, especially after a long session and the caffeine doesn't work right anymore. The system gets insane if more than four folks are on either side(s), what with all the interupting interupts.

I pretty much chucked'em out, though I'd be interested to hear how others here deal with the things. What gives, fellas?
 
Hi !

Well, recursive combat systems can produce mess ...).

Thats why the basic rules and errata deal with the "only one active interupt is permitted per side" aspect.
That keeps things more easy and IMHO works quite well, too.

In order to get along with hardcore interupting, I use - like in programming - a stack system.
Use a few gaming cards, each representing the PCs and NPCs.
If its somebodies turn, play his card, if he is interupted put the approriate card on the deck.
If somebody should be able to conclude his turn, remove the card from the deck.
This might help to keep the story going on and provides some information about the combatants status.

But be careful with stack overflows....

Page 68, Interrupt Restrictions (revision): Strike the rule that states a unit cannot
interrupt the turn of another on his own side. The idea with this rule was to avoid a
complicated chain of interrupts. However, as some players have pointed out, sometimes
a character on your own side may do something stupid, and it makes sense to be able
to interrupt to either help him out or to try and stop him. The rule of no more than
one interrupt per side serves quite well to keep interrupts in check.
Regards,

Mert
 
Hi !

Well, recursive combat systems can produce mess ...).

Thats why the basic rules and errata deal with the "only one active interupt is permitted per side" aspect.
That keeps things more easy and IMHO works quite well, too.

In order to get along with hardcore interupting, I use - like in programming - a stack system.
Use a few gaming cards, each representing the PCs and NPCs.
If its somebodies turn, play his card, if he is interupted put the approriate card on the deck.
If somebody should be able to conclude his turn, remove the card from the deck.
This might help to keep the story going on and provides some information about the combatants status.

But be careful with stack overflows....

Page 68, Interrupt Restrictions (revision): Strike the rule that states a unit cannot
interrupt the turn of another on his own side. The idea with this rule was to avoid a
complicated chain of interrupts. However, as some players have pointed out, sometimes
a character on your own side may do something stupid, and it makes sense to be able
to interrupt to either help him out or to try and stop him. The rule of no more than
one interrupt per side serves quite well to keep interrupts in check.
Regards,

Mert
 
Hi !

Well, recursive combat systems can produce mess ...).

Thats why the basic rules and errata deal with the "only one active interupt is permitted per side" aspect.
That keeps things more easy and IMHO works quite well, too.

In order to get along with hardcore interupting, I use - like in programming - a stack system.
Use a few gaming cards, each representing the PCs and NPCs.
If its somebodies turn, play his card, if he is interupted put the approriate card on the deck.
If somebody should be able to conclude his turn, remove the card from the deck.
This might help to keep the story going on and provides some information about the combatants status.

But be careful with stack overflows....

Page 68, Interrupt Restrictions (revision): Strike the rule that states a unit cannot
interrupt the turn of another on his own side. The idea with this rule was to avoid a
complicated chain of interrupts. However, as some players have pointed out, sometimes
a character on your own side may do something stupid, and it makes sense to be able
to interrupt to either help him out or to try and stop him. The rule of no more than
one interrupt per side serves quite well to keep interrupts in check.
Regards,

Mert
 
Originally posted by theSea:
</font><blockquote>quote:</font><hr />But be careful with stack overflows....
Yea - I hear those can be exploited to get your ref to run arbitrary code :D </font>[/QUOTE]Hey, THATS worth a try.....
 
Originally posted by theSea:
</font><blockquote>quote:</font><hr />But be careful with stack overflows....
Yea - I hear those can be exploited to get your ref to run arbitrary code :D </font>[/QUOTE]Hey, THATS worth a try.....
 
Originally posted by theSea:
</font><blockquote>quote:</font><hr />But be careful with stack overflows....
Yea - I hear those can be exploited to get your ref to run arbitrary code :D </font>[/QUOTE]Hey, THATS worth a try.....
 
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