I'm at a conference right now, so I don't have the time to flesh this out fully, but I wanted to share the bones for a better combat system, based upon a comment on an earlier post of mine. From a combat perspective, the "roll to attack" thing has always bugged me. The roll represents a series of attacks between two individuals, and usually we get one roll per direction of the attacks (Jane->Mercedes and Mercedes ->Jane or Jane->Mercedes and Mercedes->Balpreet and Balpreet->Mercedes). But the conflation of roll to directionality encourages players of thinking of each attack action as a single strike - this is encouraged when we give more martially-skilled players multiple attack rolls in a single turn. While I understand from a mechanical standpoint why this works the way it does, it has always kind of irked me.
This morning, as I sat in the speaker ready room working on the paper I'm presenting tomorrow, a much more elegant solution came to me. I jotted some notes down and will run some tests later (in my copious free time...) to see how they actually play out. As a reminder, I have a custom skill system that I use to adjudicate character-skill-based interactions (like combat)
"Clashing"
Characters
can move to engage or disengage w/ other combatants
If
folks are engaged, player rolls
Success,
target takes damage
Failure,
player takes damage
Ties
go to side w/ more combatants
Or
side that engaged first, if combatant numbers equal
1
roll per clash
If
multiple players, use best combatant skill
And
player w/ best skill chooses who takes the damage if their team loses
If
not wielding melee weapon, can't deal damage
On
success, just avoid taking any
Ranged
weapons - don't engage, just target somebody and fire (like D&D combat)
Once
engaged, can't disengage without roll
Can
run away, but gives attacker major bonus
Weapons
each have engage range (usually 1 hex)
When
engage ranges intersect, characters clash
Still
have team-based initiative
Movement
Can
move where you want, up to movement speed (jogging, running, cartwheeling,
whatever also fine)
When
engagement ranges overlap, can choose to clash or not
If
yes, movement stops
If
not, can keep moving
Clashes
w/ more than 2 combatants
If
n v 1, defending combatant takes penalty based upon max angle between
combatants
Minor
for pi/3-2pi/3
Major
for pi
If
tree, treat every person engaged with more than 1 combatant as a separate clash
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