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dyjoots
10-07-2004, 03:59 PM
Here (http://rpg.net/showpost.php?p=2995453&postcount=54) it was suggested that one way of making running combats easier on the GM of Burning Wheel would be to create combat templates for different types of NPCs. basically, the idea is that you can imagine the stock sorts of bad guys the PCs will encounter (e.g. Big Bruiser, Nimble Fencer, Archer, etc.) and write up a few easily modifiable templates for each.

so we come to the point of this thread: i haven't run the game yet, and i'm sure there are some other unexperienced folks on the board. for those of you who ARE more experienced, i have a request. could you suggest some easy scripts for average (i.e. Reflexes 4) bad guys in different categories, so that we can have some more of an idea how to make our own?

obviously, block/strike/block/strike would probably be the most common, but what are some other common templates for combat scripts (and the type of character that would make the most use of them)?

(cross-posted to just about everywhere, but this seems like the best place to ask.)

Viper
10-07-2004, 04:18 PM
It's a good idea, hell of a timesaver especially when you have to juggle multiple NPCs.

here are a couple I use:

Knife fighter

Get Inside, Lock, Strike, Strike

Idea being, he gets inside, puts a lock on to reduce his opponent's dice a bit, then starts jabbing him with the knife. Repeat as necessary.

Berzerker

Charge/Tackle, Aggressive Stance, Strike, Strike

He rushes in, hopefully staggers the opponent or knocks him down- takes advantage of the hesitation to go aggro, then attacks with wild abandon. His love for you is ticking clock.

Fencer

Exchange 1: Block, Strike, Block, Disarming strike

if disarm is successful:

Exchange 2: Feint, Strike, Counterstrike, Strike

Goal here is to knock away the opponent's weapon, pierce through the block/avoid he's likely to script once weaponless, and continue the offensive when and if he recovers the weapon... counterstrike is insurance just in case after he immediately goes for a strike after retrieving his weapons.

Wrassler
Get inside, lock, lock, lock...etc

This is when you want to subdue a PC and not kill him, guy will just get in and try to put a sleeper hold on. Not complicated, but effective if you roll well.

foxandwarlock
10-07-2004, 04:44 PM
Hey Viper, that really works for you?

Just for the record, I'm not being sarcastic or smary or anything, its just 180 degrees from what I expected to see in response to the question. I've never GM'd so the multi-characters in combat experience for me is limited.

I just imagined that no two situations were the same. Sometimes, an NPC may want to be more defensive (more opponents, etc.) or more aggressive. Do you end up tweaking the pre-scripts a lot? Are they applicable enough of the time that you really feel they help?

Kublai
10-07-2004, 04:49 PM
Those are good scripts and mimic mine fairly closely! I usually don't tweak a thing. After all, this game is about the PCs, not my minions. NPCs using templates should screw up every now and then. I save scripting for the big baddies!

Viper
10-07-2004, 04:57 PM
Hey Fox,

The game I'm running is my first BW game, so don't take my word as an expert opinion. Thing is, I'm trying to manage a group of 7 players, and still make combat challenging for them, i.e., to not always have them ganging up on 1 or 2 NPCs.

If I have them facing 5 NPCs, it's easier for me to just pull out script templates and just roll with it, making changes here and there than to just script from scratch each exchange. I definitely do change it up from time to time, depending on the player's actions. I have a couple of generic defensive and generic aggressive scripts. I try to not to make it so obvious that my players are saying "Oh, he's running defensive pattern 4B, easy to get around that."

I kind of think of it as if I'm a football coach, and the sample scripts are my playbook. I'll change it up and call audibles when I need to, but it helps to be prepared with a bit of a framework.

Besides, I only use it for cannon-fodder NPCs anyway. Major encounters with villians or monsters I script out fully.

luke
10-07-2004, 05:23 PM
basic front loaded scripts for bad-guys:

Get Inside
Lock

Lock

Strike
==

Avoid
Strike

Push

Strike

==

Counterstrike
Strike

Counterstrike

Strike

==

or for something more zesty:

Tackle

Strike
Lock

Lock

==

Charge

Strike
Strike

Push (this works great if they're getting up!)


use these in addition to single action exchanges (strike, strike, strike, strike) and you'll get a lot of variety. Slip in one thinker and you'll drive your players nuts!

-L

Kaare Berg
10-08-2004, 02:16 AM
Man, it seems that every time I post lately it is contrary to what others mean and do. :oops:

I regurarly GM big fights with two or three enemies ganging up on one PC with a group of up to 6 players.

What I do is that I script three different scripts and assign these to NPCs. Since I run a whole exchange with a single player before I swithch to the next none of my players can tell what I am doing.

This gives:

Fleksibility story and gamewise (you write the scripts there and then)
Illusion of self thinking enemies (the scripts are adapted to the sitatuion)
Insight into BW combat (the more you script the more you learn)
Dangerously high level of proficiency in scripting. (the more you learn the thougher yo get)
and is suprisingly easy once you start using it. Making it easy to run combats with twenty thirty NPCS swarming over the players.

this isn't the same as front loaded scripts but can even be combined with the method above.
The clue to large battles is to keep the numbers of different scripts down.
Finish a complete exchange before shifting focus - gives better flow in combat.
Use descriptive colour to differentiate between the combatants. A STRIKE can mean so much.

Do this and you'll be killing PCs with hordes in no time. :twisted: