Events Multiplexor
- First you'll need a printed copy. Follow the above link to retrieve a larger, clearer
.gif copy for printing. I've slid mine into a vinyl sheet protector so I can write on it
with washable overhead projector pens (or just whatever you use on your BattleMat).
- Select a marker (I use a blank die) to indicate the current event position.
- Place the marker at the Initiative
position, allow all players to make their initial blows.
- Characters with the higher Dexterity + Weapon Length strike first using the Attack Sequence.
- Solicit from the players the number of actions each character is allowed to perform in
this round - make a note of the numbers.
Move the marker from right to left until you reach one of these numbers. Call out the
number and ask those characters with this number of actions to execute ONE of those
actions.
- With a small party, you will get a better combat flow if you call on the characters
themselves rather than relying on them to remember their number of actions (we call them
BLOWS). You should probably write down character names next to the event numbers so you
can remember the correlation. Larger parties usually mean more bad guys for the GM to keep
track of - let the players remember their own number of actions.
- Once the action is complete continue on moving your marker from left to right.
- When you come to the right edge of the page, step down one row and allow all characters
not already engaged in combat this round to move about the battlefield an appropriate
distance. Then continue until you reach one of the previously noted numbers.
- When you've traversed the entire page the combat round is over. Start the next round at Initiative.
- Each traverse across the page is 1 second (for BtM) so you can superimpose spell casting
times, etc. on the round easily.
Multiplexor Example
Brad the Kniggit Dex 20 Broadsword (6') 6 blows
Wilbur, Orc Dex 12 Goblinoid Scimitar (4') 5 blows (with a magic missile rune
on the hilt)
Initiative
Brad goes first (20+6 is greater than 12+4).
Wilbur has (secretly) chosen to trigger his spell - so no special
defenses
Brad dents Wilbur's armor for a few points of damage
using the Attack Sequence
Wilbur triggers the rune - it has a 5 second casting time as the rune
figures out the intended target.
Count down 5 rows on the EM ( = five seconds) and mark the event.
Initiative complete
- Move marker to right. No "5" or "6" is
encountered so the first second passes without additional activity.
- Move marker down a row and back to the left edge (1)
- [At this point other characters/monsters in the area but
not engaged in combat would be invited to move one second worth of movement - 5' for most
human types. Do this each time you return the marker to the left edge.]
- Move marker to right. No "5" or "6" is
encountered so the second second passes without additional activity.
- Move marker down a row and back to the left edge (2)
- Move marker to right. No "5" or "6" is
encountered so the third second passes without additional activity.
- Move marker down a row and back to the left edge (3)
- Move marker to right. A "6" is indicated just
after the third ledger line (approximately .32 seconds).
- Place marker on the "6" and instruct Brad
to proceed.
- Note that there is also a "12" and "18"
at this coordinate, the lower number goes first.
- Wilbur would have an opportunity to use a
defensive tactic against Brad's attack, had Wilbur
chosen one
- Brad clocks Wilbur good,
bringing him to about 1/2 damage.
- Continue moving marker to right. No "5" or
"6" is encountered so the rest of the impulse passes without additional
activity.
- Move marker down a row and back to the left edge (4)
- Move marker to right. A "5" is encounter
immediately. Wilbur gets his blow - which of course he misses completely.
- Continue moving marker to right. No "5" or
"6" is encountered so the rest of the impulse passes without additional
activity.
- Move marker down a row and back to the left edge (5)
- Here we find our previous notation that the rune
will have its effect at this time.
- The Spell goes off in glorious fashion and leaves a pile of
smoldering flesh where once there was a Kniggit.
- Brad would have had another event at 6.68.
Wilbur at 8.0. etc.
- Note that Wilbur could trigger the spell
in any action without complicating the GM's job in figuring out when it comes.
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