The Combat Matrix?
Posted: 26 May 2008 08:00 AM   [ Ignore ]
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Hey,

I really like the rules in AO, but one thing concerns me a bit. How do I run big fights with loads of "cannon fodder". My campaign will delve deep into the pulp genre, drawing inspiration mainly from Indiana Jones, Sky Captain and the World of Tomorrow and The Rocketeer.. all set neatly in the AO setting.
If I’m going to run a pulp campaign, I need loads of bad guys, creatures etc. They should be easy enough to take down, but how, with the Die Pool Tokens and such, do I run big fights? Is this, in fact, where the Combat Matrix comes in? Can someone explain how the Combat Matrix is intended to be used?

First I thought that in the columns under each combat cycle, I’d mark off which segments the NPC would act in. But why then would there be several columns? Are these columns instead used as an alternative to the tokens?  <!—s:geek:—>{SMILIES_PATH}/icon_e_geek.gif<!—s:geek:—>

Eirik

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Posted: 26 May 2008 09:26 AM   [ Ignore ]   [ # 1 ]
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[color=#BF40FF:1f098]Just to clarify these are usually scenarios, where it’s many creatures but of the same type or a few creatures for variation but lots of them, right? <!—s:D—>{SMILIES_PATH}/icon_e_biggrin.gif<!—s:D—>

We noticed while we were playing last weekend that when you put more of the same, they will also have the same stats because they’re usually treated uniformly. Just look at the Helm’s Deep battle in the Two Towers for LOTR. Even the best special effects had to replicate the same platoon over and over again to make 10,000 and when they were making them in the universe, the orcs weren’t particularly looking to make them individual sizes / weights / builds.  There may be variety but it looked like to me like they were all pretty much the same except for their leaders. <!—s:P—>{SMILIES_PATH}/icon_razz.gif<!—s:P—>

This would probably mean they probably have a very similar reaction score when you roll. I rolled some degenerates individually and three out of four of them got the exact same reaction score. So, my suggestion would be roll for a group of the same creature and possibly add one or two points either way for leeway in a close range. That way, your enemies could be attacking the heroes in waves and if the heroes have the near reaction score, intersperse them through the order. Saves on a lot of die rolling and time and still be just as bloodthirsty. Hope that helps. <!—s;)—>{SMILIES_PATH}/icon_e_wink.gif<!—s;)—>

Myri <!—s:mrgreen:—>{SMILIES_PATH}/icon_mrgreen.gif<!—s:mrgreen:—>

PS - This wasn’t initially my idea. It comes from one "teh awesome" crew I GM for. <!—s:D—>{SMILIES_PATH}/icon_e_biggrin.gif<!—s:D—> [/color:1f098]

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Posted: 26 May 2008 10:14 AM   [ Ignore ]   [ # 2 ]
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Also, in regards to the columns on the matrix sheet for the cycles:

Those extra columns can be used for the more advanced rule set or for higher developed characters. For example, If someone has a high enough reaction to go in segments 1,2,4,6 and uses an ability that uses 6d10, then there is a chance that the player may not opt to use all the dice in one segment (I’ve realised using segments feels more like an advanced rule set) so the matrix sheet is there to let the GM know how many dice have been used.

So yeah, it is like a substitute for the tokens, but it also serves as a quick reminder for the GM what is going on, since some battles may take multiple cycles to finish (where as "teh awesome" crew can down many things with teamwork in a couple <!—s:twisted:—>{SMILIES_PATH}/icon_twisted.gif<!—s:twisted:—> ).

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Posted: 26 May 2008 10:20 AM   [ Ignore ]   [ # 3 ]
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I have no problem with using the same stats for multiple enemies, like hordes of goons and such like. It’s just handling the tokens for all of them individually. But if that’s what the combat matrix is for, then I’m happy with it. <!—s:)—>{SMILIES_PATH}/icon_e_smile.gif<!—s:)—>

Since I have not yet tried AO in play, are there any advice on running combat faster? And where is the slower points in the combat rules, in your opinion?

Eirik

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Posted: 26 May 2008 01:50 PM   [ Ignore ]   [ # 4 ]
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[quote="Eirik":b57f5]Since I have not yet tried AO in play, are there any advice on running combat faster?[/quote:b57f5]
[color=#BF80FF:b57f5]If you find out, could you please let us know. :p But seriously, it’s down to knowing the rules inside out which requires practice with more combat and getting to know your players’ playstyles.[/color:b57f5]
[quote:b57f5] And where is the slower points in the combat rules, in your opinion?
Eirik[/quote:b57f5]
[color=#BF80FF:b57f5]When the players decide to get "creative" in combat. <!—s:P—>{SMILIES_PATH}/icon_razz.gif<!—s:P—> It may slow down it down but it makes the fight interesting. It’s better than simple grinding IMO.

Myri[/color:b57f5]

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Posted: 27 May 2008 01:33 PM   [ Ignore ]   [ # 5 ]
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As a GM I keep track of the combat matrix…

It’s a way to keep track of "who goes when", and "Who’s up next", and so on.  I took the combat matrix supplied in the book (and via download), put it into Excel and tacked on a couple of extra things to it.  It’s 1 large table now with columns for Reaction rolls, check marks signifying which segments a player acts in, along with a list of their total / current HP and Endurance.

I find it makes it easier ty keep track of things since I generally use a laptop when I GM anyways.  The fact that Excel can sort by columns works perfectly as well.  Very easy to sort through and determine who gets to go first, and as targets get "corpsed" you can dump them off.

Every system has a sort of Combat Matrix, though its never really printed out as an "item". 

D&D has initiative rolls that count down, as does shadowrun.
Heroes has something very similar to this, but there was never a chart.

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