Post by oversoul on Feb 12, 2009 4:49:46 GMT -5
Hey all this year is the 5th anniversary of Dice Chucker. ;D Yup it has been 5 years and 3 versions of Dice Chucker. The first came out in May of '04 a black and white unrefined version of what it is today.
This year I intend on getting v4 out. I have a lot of ideas I want to include. Some I have already discussed. A new one is a simple combat option. I have come up with some modified rules and want to make it more visually appealling. I think combined it will make combat easier to understand and follow, thus making it faster. I took some ideas from DP to help in that. Here is the rough draft:
Simple Battles
Battles and combat to time consuming for you? Is it difficult to get a visualization of the action? As an alternative you can use these rules in place of the normal combat sequence. This is a simple version that removes some of the rules of combat to make things move along quicker and be easier to follow. As such certain rules, items, or other things may not work at all or not work properly.
These rules use the battlemat and miniatures. Place the battlemat and all miniatures in uses in the middle of the chuckers were al can see it and access it easily.
The battlemat is a 4 by 4 grid that serves as an abstract battlefield. Each square of the grid can hikd two miniatures. Arrange the miniatures representing the character's of the chuckers on one half of the battlemat and the enemy miniatures on the other half. One miniature from either side must be in the middle two columns and insquares adjacent to each other. Adjacent squares are those sharing a side.
Follow the combat sequence as normal with these exceptions.
Characters can only move one square at a time.
Characters cannot move into a square with an enemy character in it.
Melee actions can only be taken against characters in adjacent squares
All ranged weapons can reach an square on the board
In order to use a ranged weapon you have to have an unimpeded line of sight to the target. Line of sight is a straight line drawn from the firer to the target. The line can either be drawn through adjacent squares or a diagonal, through corners of the squares but it must be straight. If any other character occupies a square you are drawing line of sight through you cannot fire at your original target.
Characters are not the only things that can occupy a square. Obstacles are any object that either limits the number of characters that can be in a square to 1 or 0. If a square is full occupied or cannot be occupied, the characters must move around it. Obstacles in a square may count as some sort of cover to the character in it or beyond, at the DM discretion.
For magic and other powers that may rely on a actual area of space for affect consider each square to be about 8 feet by 8 feet
Combat proceeds as with the normal DC rules and ends when no opposing characters are left on the battlemat.
When relased I am going to design a few downloadbale battlemats to fit some general locations of a fight..grassy field, dungeon floor, desert, etc. I have a basic grid done just working on the bgs.
This year I intend on getting v4 out. I have a lot of ideas I want to include. Some I have already discussed. A new one is a simple combat option. I have come up with some modified rules and want to make it more visually appealling. I think combined it will make combat easier to understand and follow, thus making it faster. I took some ideas from DP to help in that. Here is the rough draft:
Simple Battles
Battles and combat to time consuming for you? Is it difficult to get a visualization of the action? As an alternative you can use these rules in place of the normal combat sequence. This is a simple version that removes some of the rules of combat to make things move along quicker and be easier to follow. As such certain rules, items, or other things may not work at all or not work properly.
These rules use the battlemat and miniatures. Place the battlemat and all miniatures in uses in the middle of the chuckers were al can see it and access it easily.
The battlemat is a 4 by 4 grid that serves as an abstract battlefield. Each square of the grid can hikd two miniatures. Arrange the miniatures representing the character's of the chuckers on one half of the battlemat and the enemy miniatures on the other half. One miniature from either side must be in the middle two columns and insquares adjacent to each other. Adjacent squares are those sharing a side.
Follow the combat sequence as normal with these exceptions.
Characters can only move one square at a time.
Characters cannot move into a square with an enemy character in it.
Melee actions can only be taken against characters in adjacent squares
All ranged weapons can reach an square on the board
In order to use a ranged weapon you have to have an unimpeded line of sight to the target. Line of sight is a straight line drawn from the firer to the target. The line can either be drawn through adjacent squares or a diagonal, through corners of the squares but it must be straight. If any other character occupies a square you are drawing line of sight through you cannot fire at your original target.
Characters are not the only things that can occupy a square. Obstacles are any object that either limits the number of characters that can be in a square to 1 or 0. If a square is full occupied or cannot be occupied, the characters must move around it. Obstacles in a square may count as some sort of cover to the character in it or beyond, at the DM discretion.
For magic and other powers that may rely on a actual area of space for affect consider each square to be about 8 feet by 8 feet
Combat proceeds as with the normal DC rules and ends when no opposing characters are left on the battlemat.
When relased I am going to design a few downloadbale battlemats to fit some general locations of a fight..grassy field, dungeon floor, desert, etc. I have a basic grid done just working on the bgs.