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"Para Bellum - Rules for Activation" Topic


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977 hits since 23 Jan 2015
©1994-2024 Bill Armintrout
Comments or corrections?

Mateus23 Jan 2015 5:05 a.m. PST

I've been working on my own scifi ruleset over the last several months, and just did a post on my blog about the rules for unit activation. I'd deeply appreciate any feedback you guys might give. Thanks!


"Work continues in my scifi ruleset, Para Bellum. Today I'd like to talk about the rules for unit activation. The goal behind these rules was to come up with a system of activation that is engaging and gives options to players, outside the narrow box of "move then shoot" that most rulesets fall into, which is so boring and outdated.
With these rules presented below, I have a system that integrates an unit's own initiative with suppression and command & control very easily.

Also the number of options units have upon activating, due to the multiple types of actions and possible combinations among them makes for a system that is simple at one hand, but rich, deep in tactical possibilities in the other."

The full content on my blog:

link

Marshal Mark23 Jan 2015 12:35 p.m. PST

Looks good to me. Maybe make the Charge action cost two action points to represent the difficulty of getting men to charge the enemy, and also limit the distance away that a unit can engage from. You could make a couple of action point dice marked 1,2,2,2,2,3 rather than rolling a normal D6 and converting to action points.

warhawkwind23 Jan 2015 2:23 p.m. PST

Marshal Mark's dice thing is an excellent idea. I'd say a MUST. Players are going to have enough numbers in their heads without number conversions to deal with.

This is super simple to do. Get yourself some paper labels. They cost about a buck. They come in colors too. Maybe orange for [1], yellow for [2], green for [3]? Cut them slightly smaller than the face of your die. Stick them over the pips and write your numbers on. If you want, you can seal it with gloss coat. Be sure it wont make your ink bleed first. It took me all of 15 minutes to make my own variable movement distance dice.

Your approach to activation points is great. I love it!
Game On!

Schogun24 Jan 2015 5:22 a.m. PST

Re: special dice. I did a similar thing for my caveman game, but I bought blank white dice then put round stickers on some sides.

Koplow has blank dice, as does Dice Game Depot:
link

Mateus24 Jan 2015 7:07 a.m. PST

Good ideas, guys.

Marshall, I've been thinking of changing Charge! to Long Action, and making Stand Ready! a Short one, after all, your geting a single free action during the enemy's activation for standing ready, so it makes sense that it costs a single action point, instead of 2.

As for dice, I'd rather have some custom made to show the numbers 1,2,2,2,2,3, it'd be more durable and better looking.

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