Difference between revisions of "Combat"

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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).
 +
 +
'''A NOTE ON SPECIAL DICE'''
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Expert dice no longer are available (''can't see the need as hit locations are now removed'').
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Master Dice are also no longer available as fixed dice that can be bought with experience and added to a character's skill permanently. The master dice concept has mutated into possibility dice (a torg concept).
  
 
Here is the combat system  
 
Here is the combat system  
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==='''INITIATIVE'''===
 
==='''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.
+
The largest Area set now goes first, though if this is too unwieldly in playtesting, then it may return to widest sets go first (''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 (and a compromise) 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'''===
 
==='''HITTING'''===
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==='''ACTIVE PARRY AND DODGE'''===
 
==='''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.  
+
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.''), it is a full round action, and cannot be used in a multiple-action. It increases the chances of not being hit by forcing '''any''' sets of any width that attack the defender this round to be greater or equal to the defense roll. This includes widths of 3 or greater (''which means that critical hits are less likely. In effect, actively defending doesn't do anything in reducing the chance of glancing blows, but has a huge effect on minimsing the chance of getting critical hits on you'')
  
 
==='''DAMAGE RESULTS'''===
 
==='''DAMAGE RESULTS'''===
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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'')
 
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)
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*Width 2 = minimal success (glancing blow) = 1 shock point and either
 +
##an  additional shock point
 +
##manuevering to a better position (+1 dice to dice pool next round)
 +
*Width 3 = adequate success (a solid whack) = 1 wound level and either
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##
 +
##
 +
*Width 4 = Good success (critical blow) = 2 wound levels and either
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##
 +
##
 +
*Width 5 = Spectacular success (crippling blow) = 3 wound levels and either
 +
##
 +
##
 +
 
 +
==='''WOUNDS'''===
  
Width 3 = adequate success (a solid whack)
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Wounds are different too. There are no hit locations and no wound boxes per location. Instead, fusing the storyteller system and TORG, there are now a number of wound levels.
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*[Hard Armour]
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*[Light Armour]
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*Unharmed/Superficial
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*Serious
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*Critical
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*Out of Action (instantly out of combat)
  
Width 4 = Good success (critical blow)
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Note that the wound experienced is not evaluated until a later date. In combat, it isn't the wound that is important, it is the effect this wound has on your ability to continue fighting. Only when first aid, or vigor is rolled is the severity of the wound finally determined.
  
Width 5 = Spectacular success (crippling blow)
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When you hit, you start from the unharmed (for those not wearing armour this would be the unharmed wound level), and count off the damage of the hit. A width3 set (causing 1 wound) moves a character from unharmed to serious. Width 4 (2 wounds of damage) moves a character from unharmed to critical. A width 5 hit (3 wounds) moves a character from unharmed straight to Out of action.
  
==='''WOUNDS'''===
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==='''ARMOUR'''===
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There are 2 basic types of Armour, light and hard. Also, armour is bulky or non-bulky. Generally, light armour is non-bulky and heavy armour is bulky. Armour degrades when sufficiently hit, reflecting that weak spots have become exposed.
  
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.
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==='''WEAPONS'''===

Revision as of 19:27, 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).

A NOTE ON SPECIAL DICE Expert dice no longer are available (can't see the need as hit locations are now removed). Master Dice are also no longer available as fixed dice that can be bought with experience and added to a character's skill permanently. The master dice concept has mutated into possibility dice (a torg concept).

Here is the combat system

INITIATIVE

The largest Area set now goes first, though if this is too unwieldly in playtesting, then it may return to widest sets go first (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 (and a compromise) 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)

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.), it is a full round action, and cannot be used in a multiple-action. It increases the chances of not being hit by forcing any sets of any width that attack the defender this round to be greater or equal to the defense roll. This includes widths of 3 or greater (which means that critical hits are less likely. In effect, actively defending doesn't do anything in reducing the chance of glancing blows, but has a huge effect on minimsing the chance of getting critical hits on you)

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) = 1 shock point and either
    1. an additional shock point
    2. manuevering to a better position (+1 dice to dice pool next round)
  • Width 3 = adequate success (a solid whack) = 1 wound level and either
  • Width 4 = Good success (critical blow) = 2 wound levels and either
  • Width 5 = Spectacular success (crippling blow) = 3 wound levels and either

WOUNDS

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

  • [Hard Armour]
  • [Light Armour]
  • Unharmed/Superficial
  • Serious
  • Critical
  • Out of Action (instantly out of combat)

Note that the wound experienced is not evaluated until a later date. In combat, it isn't the wound that is important, it is the effect this wound has on your ability to continue fighting. Only when first aid, or vigor is rolled is the severity of the wound finally determined.

When you hit, you start from the unharmed (for those not wearing armour this would be the unharmed wound level), and count off the damage of the hit. A width3 set (causing 1 wound) moves a character from unharmed to serious. Width 4 (2 wounds of damage) moves a character from unharmed to critical. A width 5 hit (3 wounds) moves a character from unharmed straight to Out of action.

ARMOUR

There are 2 basic types of Armour, light and hard. Also, armour is bulky or non-bulky. Generally, light armour is non-bulky and heavy armour is bulky. Armour degrades when sufficiently hit, reflecting that weak spots have become exposed.

WEAPONS