Difference between revisions of "Combat"

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Founding Principles:
 
Founding Principles:
1. Combat should be fast and abstract rather than specific (''so no hit locations'')
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#Combat should be fast and abstract rather than specific (''so no hit locations'')
2. Combat should have room for stunts, manuevering, and have a pulp/high adventure/action movie feel.
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#Combat should have room for stunts, manuevering, and have a pulp/high adventure/action movie feel.
3. Combat should be simple (''but not so simplified that it has no room for occasional complexity'')
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#Combat should be simple (''but not so simplified that it has no room for occasional complexity'')
  
 
The combat system in torglike is based off the ore combat system but is heavily modified to better support the above principles. Therefore a number of modifications have been made (note that the drama deck has yet to be incorporated into this system, so the system as it stands is so far just an ORE combat variant).
 
The combat system in torglike is based off the ore combat system but is heavily modified to better support the above principles. Therefore a number of modifications have been made (note that the drama deck has yet to be incorporated into this system, so the system as it stands is so far just an ORE combat variant).

Revision as of 18:23, 1 January 2008

COMBAT (Designer's notes are in italics)

Founding Principles:

  1. Combat should be fast and abstract rather than specific (so no hit locations)
  2. Combat should have room for stunts, manuevering, and have a pulp/high adventure/action movie feel.
  3. Combat should be simple (but not so simplified that it has no room for occasional complexity)

The combat system in torglike is based off the ore combat system but is heavily modified to better support the above principles. Therefore a number of modifications have been made (note that the drama deck has yet to be incorporated into this system, so the system as it stands is so far just an ORE combat variant).

Here is the combat system

INITIATIVE No changes. Wider sets are faster. (Why should wide sets go first however? Can small widths go first in combat? If they do, then this would be more reflective of how combat is shown in action films - eg in a combat such as the troll combat in fellowship of the ring, the small hits happen first (the glancing blows), and then the killing blows act last.) The only other alternative is to make the largest AREA go first (width x height). This would increase the chance of smaller hits going first, which i think is a good thing.

HITTING Every character has a defense value (similar to Reign's threat value). The defense value changes according to circumstance. Nb - When averaging, always round down (GM's revenge...that'll piss off the players) For Melee Combat: Defense = Average of body + Melee skill (if in armour) OR Average of Coord + Melee skill (if in non-bulky/no armour) For Projectile combat: Defense = Average of Coord + Dodge Also note that cover modifiers also are accounted for here. Hiding behind a barrel offers a cover rating (say 7). If cover is great than Defense, use the better/higher number.

To hit in combat Every combatant rolls a dice pool as normal at the start of the round. Width 2 sets hit only if they are greater than the enemy's defense value. Eg. a 2x6 set will hit someone with a defense of 6 or less. It won't hit the guy hiding behind the barrel (cover 7) Width 3 or greater sets do NOT need to roll over the defense number. They are sufficiently good enough to hit. (Otherwise, defense is too good, and width greater than 3 sets are rare enough as it is. However, this changes when actively defending, as shown below)

ALSO, hitting an opponent does NOT knock out one die from the opponent's set. (the reason for this change is that i have changed the damage system. Width 2 hits now only do a little shock damage as they are just glancing blows).

ACTIVE PARRY AND DODGE Actively parrying or dodging does not involve dice (I am not a fan of gobble dice in combat. I think it complicates things a bit too much.), is a full action, and cannot be used in a multiple-action. It increases the chances of not being hit by forcing any sets that attack the defender this round to be greater or equal to the defense roll. This includes widths of 3 or greater.

DAMAGE RESULTS The quality of a success is different in Torglike Combat (in combat anyway, not sure whether this should carry over to non-combat situations...Probably not). Width 2 = minimal success, Width 3 = adequate success, Width 4 = Good success, Width 5 = Spectacular success

In combat, there are a few options of what you can do based on the degree of success of your set (this is still all work in progress) Width 2 = minimal success (glancing blow)


Width 3 = adequate success (a solid whack)


Width 4 = Good success (critical blow)


Width 5 = Spectacular success (crippling blow)

WOUNDS Wounds are different too. There are no hit locations and now wound boxes per location. Instead, fusing the storyteller system and TORG, there are now a number of wound levels.