Showing posts with label armor. Show all posts
Showing posts with label armor. Show all posts

Wednesday, August 5, 2020

Combat systems

The point of combat

My goals when designing a combat system are that it should first have enough dynamism to not be a solved game or rote repetition, second be as simple as possible, and third be as realistic as it can. The order there is very important. I do not want to play a tabletop RPG that is mostly or entirely about combat, that's something I find video games will always have the advantage at, in terms of providing an exciting, tense experience. So here are three of my favorite attempts I've made at creating the kind of combat I'd want to play.

 
Duel by Antonio J Manzanedo

Three Hand Duel

There are three combat stances: fast stance, parry stance, and feint stance. Parry beats fast, feint beats parry, and fast beats feint. Anyone can use fast stance, anyone with a weapon (or specialized unarmed training) can use parry stance, and anyone proficient with their weapon can use feint stance. Anyone whose stance beats opponents’ stances deals damage dice plus bonus damage. Anyone whose stances matches their opponent's both deals and takes bonus damage (but not damage dice). Blocking stance is available if you have a shield, allowing you to roll a 'damage die' that will reduce any damage you take in the following round. Weapons and high strength increase damage, armor reduces damage taken.


Advantages: pretty complex without being hard to use, gives plenty of active decision making opportunity to players. Inherently feels flavorful because you're declaring how your character will fight. Easily scalable up to mass combat with something like charge, flank, route or similar (I haven't looked into medieval battle strategy). It also addresses the massive threat of being flanked, as both opponents can doom your options. There is also some opportunity to add special stances as class abilities or other kinds of specialized combat training, but this should be done with extreme care. Also runs faster than most dice systems, because someone is always taking damage.


Challenges: make sure you choose what your stance will be before you ask someone, you'll probably want to write it down. Honestly cards might work for this purpose. Also a bit hard for people to wrap their head around if they're not familiar with the terms, but they can be easily equated to rock, paper, and scissors (obviously what the system is based on). Also if you're unarmed or not proficient, there's always a best choice against you, so that's iffy.


Battle by Faraz Shanyar
 

Behind the Blades

Each character has a stamina stat. Before the turn, they can invest however many they want into offense and defense respectively. If one side's offense totals higher than the other's defense, that amount of damage is dealt. Armor and shields add fixed defense points, weapons and strength add fixed offense points. Possible additional rule: one may invest a third of their stamina in a 'guard break' that reduces enemy defense to zero. Stamina may lower each turn.


Advantages: very simple, very deadly. Again, possible to add special moves with a fixed stamina cost, or a fixed portion cost.


Challenges: again relies heavily on not knowing what the opponent will do. Even more so, knowing the enemy's stamina can potentially cause problems.


Spilled Wine Drawing

11"x14" Prismacolor pencils on Dura-lene acetate.
Spilled Wine by Daniel Landerman (NSFW warning)
 

Steel Ruckus

An attack is a d20 roll. If the result is higher than the opponent's defense, the attack is successful, and you can either strike them or shove them away. The first strike throws you off guard for a turn. If struck while off guard, you are wounded and unable to fight until healed. Strikes can be either deflected or absorbed, with a weapon or tool you are holding. Deflecting causes you to drop that item, while absorbing the strike damages the item. It takes one turn to attack, close distance (such as after being shoved), run away, grab two items from the ground or your belt, or grab one item from a container within reach (like your backpack) or from another belt in reach. Armor and shields add to defense, weapons and combat training add to attack.


Advantages: most compatible with D&D style combat systems, which includes a lot of OSR stuff, so conversion of existing combat should be a lot easier. Lots of potential for environmental fun, like shoving people into hazards (down stairs, into spiders) or dropping a weapon out of reach (off a bridge, down a cliff).


Challenges: the way shoving and running away work, there should probably be a similarly robust chase system. That seems like fun, but it is a challenge. Should also come with somewhat strict limits on what can be hung from a belt, lest players simply load their waist with spare weapons and shields.


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If you've been following for a while, the Three Hand Duel was what I was using for my Skies Below stuff. These are still broadly in chronological order, in the order I came up with them. I'll probably stick with Steel Ruckus for the time being, and flesh it out with more details in the future.

Saturday, February 8, 2020

Killers, competitors, and pursuers

Hunters of Blades

The greatest of warriors can only live in a river of blood. They must cut their way through any who would stand in their path, and must cut away all who approach in challenge. So it is for they who hold the Final Knife, a powerful dagger which can pierce any target, feed on blood, and sustain its bearer. To a Hunter of Blades, this bearer is known as the Quarry, the mightiest among them and also the target of their order. They seek to slay the Quarry and take their weapon, by any means possible. There are many hunters, and only one Final Knife, though within the order are a number of artifacts in their own right, each possessing that same preternatural ability to sever. Any who pursue Shekull, the current Quarry, may call themselves a Hunter of Blades, but only those who have killed and claimed one of these artifacts is a true contender.

Blood Armor by Alexander J

Honor Bearers

The stronger a foe you face, and the greater of their strengths you strike against, the more honorable your contest. Long ago, the Mail of Honor was rent, each ring of the invincible chainmail separated and scattered far across the realm by means unknown and unimaginable. Each of those rings holds a tiny fraction of the mail's incredible power, but those who have gathered them cannot wear it until the day they unite them all. There is only one way to do this, they have found; through fair duels. The Honor Bearers have long known not to kill their fellows, as the links they hold will only flee and become lost once more. When two knights challenge each other however, they find themselves encircled in golden flames, and wielding similar weapons. The flames serve to bar escape or interlopers into the fight, and the weapons do no harm save for taking a link from whoever's flesh they first strike, and granting it to the victor. One can enter into this order by either finding a Link of Honor in the wilderness, or by convincing a knight to duel them despite yet bearing no links. It is said that whoever finally wears the Mail of Honor will become truly invincible and unstoppable, but they have contested for decades and none are closer to success than years more of victory.

Duel of the Fates by Zezhou Chen

Pursuants

Speak no oath unless it may be the last thing you say. There is power to be had if one seeks an old Appellant and slays them, power to be drunk from their clay skulls and eventually bled back into the Hungering Well when the slayer becomes and Appellant themselves. The well's Pursuants each have taken up a cause, and proven themselves worthy of its gift by defeating one of those half-living hosts, the remains of another who has fulfilled their own final duty to themselves, in doing so giving up that self to the means of another. The worth of those who aspire to quest must be challenged, for the failures leave the well's power to trickle out unattended, into the world beyond it. Perhaps once the well itself was some god, spirit, or knight, driven by its own willful purpose, driven eventually to seek power and become an eternal cycle of purpose, power, and exploitation. Now there is no means by which it can be gleaned whether this was ever true, or even if it still is seeking out some hidden goal.

Noble Lord by Dominik Mayer

Wednesday, November 13, 2019

Combat, weapons, and health in Skies Below

To those just joining, Skies Below is the working title for my personal RPG project. Combat isn't the central focus or quite as emphasized as it tends to be in some of the more popular RPGs, but it is still pretty important in a medieval setting and I like to have a good tactical fight every now and then.

Battle by Faraz Shanyar

Vigor is the measure of a character's ability to keep on fighting, generally avoid major injury be it due to physical stamina, morale, or even luck. When damage has reduced a character's vigor to zero, that character is worn out, and the next damage they take will cause a Wound. When characters rest for an hour long meal break and eat at least one ration, their vigor is restored to full. Likewise when they sleep for eight hours, and they can drink alcohol to restore 1d6 vigor in a round.

A wounded character cannot regain vigor until they've healed, which takes one week per wound. If a wounded character takes damage, they must roll 1d6. If the result is higher than their number of wounds, they survive and take a wound. If the result is equal to or lower than their number of wounds, they become fatally wounded. A fatally wounded character can die right away, or within the week if the player wishes, but the character won't be able to continue adventuring consistently while dying.

Carrying the Wounded by Dominik Mayer

Each round of combat takes ten seconds, and melee combatants have three stances to choose from; fast, parry, and feint. Much like rock paper scissors, fast stance is beaten by parry stance, parry is beaten by feint, and feint stance is beaten by fast stance. If your stance is beaten by your opponent's, you take full damage. If your stance matches your opponent's, each take 1 damage plus attack bonuses. A character can only use feint stance with a weapon they are proficient with, and can use parry stance with any weapon.

Animals or creatures of similar mental capacity can either pounce or dig in, which are analogous to a fast stance or parry stance respectively. An animal trained specifically in combat can feint, as can creatures with human-level intelligence.

There are four categories of melee weapons: light weapons, mass weapons, balanced weapons, and reach weapons. Light weapons are generally small, one-handed ones like daggers, knuckles, or a small cudgel. A mass weapon could be a mace, hammer, or axe which can be wielded in one hand. Balanced weapons include swords, spears, and other weapons that are generally longer but can be used either one handed or two handed, and have a more even balance along their length. Reach weapons include greatswords, poleaxes, and most other polearms, and can only be used with both hands.

                               | attack | defense | armor piercing |
Light weapon:         |    +1   |     +1     |           +1          |
Mass weapon:        |    +1   |     +1     |           +2          |
Balanced weapon:  |   +2    |    +2      |          +1           |
Reach weapon:      |   +2    |    +2      |          +2           |

Viking Axe by Adam Dudley

Light weapon damage uses the lower result of 2d6, one handed mass or balanced weapons deal 1d6, and two handed weapons deal the higher result of 2d6. While wielding a mass or balanced weapon, a light weapon in the offhand grants +1 attack and armor piercing. With a shield, the character can choose to block instead of attacking, increasing their defense by the lower result of 2d6 with a small shield, or 1d6 with a large shield.

Ranged attacks use the a skill check each round. For thrown weapons such as knives, darts, or a sling, the launcher skill is rolled. For bows, the archer skill is used, and for crossbows or firearms the shooter skill. For a particularly difficult shot, such as trying to hit someone hiding in underbrush or out of range, the skill check is twice as hard.

A successful unarmed attack deals one damage plus attack bonus. With special unarmed training, an unarmed character can enter parry stance against unarmed enemies. With unarmed mastery, an unarmed character can enter parry stance against armed opponents.

Xiu Yin Chen by Mario Wibisono

Armor increases defense, +1 for gambeson or other light armor, +2 for chain or other medium armor, and +3 for plate or other heavy armor. If the character wears heavy armor all day, they become strained, and heavy armor takes one minute to put on with help.

Varangian by Sergei Gereev

There are five movement choices in a round. Closing distance, creating distance, maintaining distance, racing to a target, and holding ground. When making one of these actions against a foe, such as racing against someone, maintaining distance against a fleeing opponent, or holding ground against someone trying to get past your character, each roll 1d20 and add their speed bonuses, whoever rolls higher wins.

These rules may seem a bit unfocused, but in general it's designed to focus on melee combat and create a reasonably realistic, tactical, and streamlined experience. Lots of this was inspired by https://spellsandsteel.blogspot.com/ so check out that blog if you want some really interesting real-world data related to weapons, travel, equipment, and other information relevant to a medieval fantasy type game. Sorry I missed a post, for those that noticed.