While the combat rules in TNE are quite fast, they are also very technical and may bog down the game when players plan their moves.
I am thinking about making turn planning timelimited and probably also semisecret among the players to simulate somewhat the chaos during the combat.
The limit the players have to plan their actions are calculated based on the initiative of the player characters, something in this fashion; Ad up all the initiative points to the player characters. Find the average and multiply with 20. This is the number of seconds available for the players each turn.
All players have two actions during a turn. One primary and one secondary. Initiative 6+ players may have 4.
Print up chits with various commands and options like:
Fire singleshot at NPC#
Run towards dest#
Throw grenade
Communicate
Order
and so on
Chits are also needed for marking intended target areas on a map. For instance destination for a run. Primary action is revealed to other players in the order of lower Initiative first and higher ones later.
Secondary action is revealed when the player does his action. Here conflicting actions may put players into danger of friendly fire and so on. Of course there will be opportunity to prevent this to happen, but only after a successfull observation test.
This far I have come with the planning, but a lot of details may still needed to the rules. ANy suggestions or ideas. Would this bring any fun to the game?
I am thinking about making turn planning timelimited and probably also semisecret among the players to simulate somewhat the chaos during the combat.
The limit the players have to plan their actions are calculated based on the initiative of the player characters, something in this fashion; Ad up all the initiative points to the player characters. Find the average and multiply with 20. This is the number of seconds available for the players each turn.
All players have two actions during a turn. One primary and one secondary. Initiative 6+ players may have 4.
Print up chits with various commands and options like:
Fire singleshot at NPC#
Run towards dest#
Throw grenade
Communicate
Order
and so on
Chits are also needed for marking intended target areas on a map. For instance destination for a run. Primary action is revealed to other players in the order of lower Initiative first and higher ones later.
Secondary action is revealed when the player does his action. Here conflicting actions may put players into danger of friendly fire and so on. Of course there will be opportunity to prevent this to happen, but only after a successfull observation test.
This far I have come with the planning, but a lot of details may still needed to the rules. ANy suggestions or ideas. Would this bring any fun to the game?