One of the advantages of running a system that is simple and flexible is that energetic players want to help revise and improve it. The trick is to get those energetic players to think like a GM. This is, needless to say, hard. Still, Scott J. and I have been kicking around ideas today for the combat system. I intend to implement these, or something like them, in the near future. Here is your chance to have input on the implementation.
Combat Options
Characters have the following choices when being attacked during a combat segment.
- Nothing. This costs no initiative penalty. You get what you get.
- Parry. This uses your weapon rank, and costs a -2 initiative penalty. It’s rolled before the attack.
- Dodge. This uses your defense rank, and costs a -1 initiative penalty. It’s rolled before the attack.
- Improved Dodge (Cascade skill). This uses your defense rank, and costs a -1 initiative penalty. It’s rolled before the attack.
- Shield. This uses your Shield rank, and costs a -1 initiative penalty. It’s rolled after the attack.
The following sections describe the options.
Nothing
Suck it up.
Parry
This is a system change. To parry, you are trying to interpose your weapon between yourself and an attacker. You roll your weapon skill (full ranks). For each 10 points of EV, the attacker loses 0k1 from his/her attack dice. If the attacker is reduced to 0 kept dice, the attack fails (but a roll should still be made for fumbling). Note the following modifications to the Parry roll:
- Large weapons such as battle-axes or warhammers are reduced by 3k0 when parrying.
- Very small weapons such as daggers are reduced by 2k0 when parrying.
- Staffs are increased by 2k0 when parrying.
- Non-melee weapons such as crossbows use AGI trait score (keeping all dice) when parrying.
Weapons other than non-melee weapons achieve a bind when they reduce the attacker’s keep dice to 0. The defender may then attack, taking the current initiative as his/her own.
Weapons run the risk of being broken when parrying, particularly when there is a disparity in size.
Parrying reduces the defender’s initiative score by 2.
Rationale: The object of a parry is not to avoid, but rather to deflect, an incoming attack. Good warriors don’t run away – they stand and fight, and hold their own against an enemy. By removing kept dice, the attacker’s effectiveness is reduced. A superior defender may then attack back.
Dodge
Stays the same. To dodge, a character rolls Defense skill. Each 10 points of EV removes 1k0 from the attacker’s roll, while 20 points of EV removes 0k1. Dodging only permits the defender to avoid one attacker in a given segment.
There is presently no way to dodge a missile attack or ranged magic.
Dodging reduces the defender’s initiative score by 1.
Rationale: Dodging is cheaper for initiative, but is no way to avoid getting beaten on by a superior opponent. But then it never was. For -1 initiative, it likely beats doing nothing, but your mileage may vary.
Improved Dodge
This is a new Cascade skill, derived from Defense. For each 3 ranks of Improved Dodge, the defender may avoid one additional attacker; thus, at rank 6, the defender may avoid up to 3 attackers (i.e., 1 for dodging, plus 2 for 6 ranks in the improved skill.) In addition, for each 3 ranks of Improved Dodge, the defender adds 1k0 to the skill roll.
There is presently no way to dodge a missile attack or ranged magic.
Improved Dodge reduces the defender’s initiative score by 1.
Rationale: This is the cascade skill for dodgin’ fools. By increasing the number of opponents you can dodge, and giving a slight bonus to the Defense roll, nimble defenders can stay alive longer.
Shield
This is a new implementation. A shield defense is not intended to avoid the attack, but rather to reduce or avoid damage. Shields have ratings like armor: 2 for small shields, 3 or 4 for larger ones. When shield parrying, the defender rolls his/her Shield skill, adding 1k1 for any rating the shield presently has.
Thus, a defender with Shield rank of 3 and AGI of 3, holding an undamaged small shield, would roll 8k5 (6k3 plus 2k2 for the shield rating.) The attacker rolls the attack as normal, then rolls damage (including any damage from critical hits.) For each 10 points of EV in the defender’s Shield skill roll, s/he may roll 1k1 to reduce the attacker’s damage. Any damage that exceeds this roll is applied to the defender and the shield is reduced by 1 if that amount is nonzero (thus it’s possible that the shield can remain undamaged, but the defender has to take away all of the attacker’s damage.)
Shield skill may be rolled against incoming missile fire at a penalty of 2k0. The shield is always damaged in this way.
Improvised shields, such as chairs or other objects, are at the discretion of the GM. They may lose all of their defense rating at once, for example.
Shield defense reduces the defender’s initiative score by 1.
Rationale: Shields have to do something, and this treats them more like armor. However, a defender against a vastly superior attacker will eventually run out of shields – and out of hit points.
Let’s Hear It
This is preliminary but is close to what I’d like to roll out. Let me know what you think.
Initiative Changes
July 7, 2010Effective at once, I have made two changes to Combat initiative.
First, all characters with Quick roll three dice instead of two and choose the highest roll (plus REF) for their initiative. All characters without this advantage roll two and choose the highest roll (plus REF). This means that Quick is still a good advantage, but not quite as good as it used to be. It will also tend to even out rolls, making it harder (though obviously not impossible) to make a series of poor initiatve rolls during combat.
Second, the highest segment number is 21. Participants will have, at most, three actions in a combat round (fewer if they max out and then dodge or parry). By having no limit on initiative rounds, combats were taking longer and creating luck-based imbalances.