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Old 07-03-2009, 10:11 PM   #15
ProphetSword
Elite Waterdeep Guard
 

Join Date: January 21, 2009
Location: Indianapolis, IN
Posts: 19
Default Re: The complexity of event-based combat

I can't speak for the UA community as a whole, but we're definitely open to different ideas. And, I know I would try something like this.

In fact, I came up with something similar in UA to handle "ship-to-ship" combat for an unfinished Buck Rogers module I was working on. I never published it, but it used a system not unlike what you posted here (except that it used events available in UA without any kind of scripting).

Besides, there are plenty of modules with standard combat in UA. And while I certainly hope to see many with standard combat in DC in the future, I would certainly check out something a little different just to break the monotony.
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