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Archive => Indie Game Design => Topic started by: Jasper on May 18, 2005, 02:45:55 AM

Title: [Charlatan Fencers] Dueling system
Post by: Jasper on May 18, 2005, 02:45:55 AM
This thread is specifically for discussing the combat system in my 'Charlatan Fencing Masters' game, which was introduced in this thread (http://www.indie-rpgs.com/viewtopic.php?p=164928#164928) -- it deals with more overarching aspects of the design. Combat is hairy enough, and tentative enough, that it needs its own space.
Title: One possibility
Post by: Jasper on May 18, 2005, 03:00:50 AM
So, one possibility, in rough form, is as follows. This is more detailed than I had originally planned, but maybe I need more detail to create sufficient tactical depth through choices.


Title: [Charlatan Fencers] Dueling system
Post by: Hereward The Wake on May 18, 2005, 12:24:51 PM
gnerally good though a bit different from my solutions, but like them anyway.
There seems to be no optionf or avoiding, parrying setting aside etc. Once in the War phase, it seems to be only about attacking, which while vital is not the only option, especially if planning to grapple etc, as one would set aside etc. to get close enough to carry it out.


I am assuming that other stats atributes etc will give bonuses? After all a more skillful fighter could pass on the Vor, allowing that they have superior speed, and read and react to the opponent for example

Tactically I think you need some form of manouvering. The way is seems at the moment, it sounds like modern sport fencing with fixed phases and but no option for offlining in the approach phase, in reaction to a thrust for example, perhaps combined with some form of setting aside technique.

Also how do reflect the increased options available to more experienced fighters. ie, faced by the same attack, the inexperienced fighter will be less able to make use of the options available than a more experienced fighter, and the more more experienced one has the grreater the repetoire that can be called on, as well as an increased ability to carry out 'simpler' options.

Jonathan
Title: [Charlatan Fencers] Dueling system
Post by: Jasper on May 18, 2005, 03:30:38 PM
I guess I didn't really explain the conceptual basis for the system before. I think a lot of your concerns will be addressed by this though.

I'm conceiving of each 'technique' not as a single or particular move, like a literal thrust or the use of Absetzen, but rather as any number of techniques which ultimately lead to the same approximate end, namely one of the three 'woundings.' So a player who declares, "my fighter will attempt a thrust" is really saying, "he'll try to use maneuvers that end with a thrust."

The subsequent roll then decides who came out on top in the exchange. Up until the roll, the second fighter hasn't declared an intended move, because he's going in the Nach (After), and is mostly responding to his opponent. If he wins, then a wounding needs to be chosen, but we'll assume that he takes whatever opportunity presents itself, so the selection is unpredictable from our vantage-point (in that we're not dealing with the tiny details that would actually dictate the techniques used). The roll simply sums up the whole exchange, and we can imagine maneuvering and parrying taking place as part of it -- if the person with initiative loses the phase, he must have attacked, been deflected, and then counter-attacked.

Regarding Vor. I shouldn't belabor that too much I guess -- you're right that timing issue are more complex, and fluid, than simply having the Vor or not having it. I want to express the concept of Vor and Indes to the game's players, but perhaps I should simply call the advantage of choice, as described above, 'Initiative' -- with the understanding that posessing it will usually involve making use of Indes and fighting in the Vor.

I hope I'm clear in describing my thoughts on all this. Does this deal adequately with your desire to see parrying, maneuvernig, etc. ?

As for stats and attributes, yes, they'll give bonuses. Or control the number of dice rolled, or something like that. Here are the kinds of skills I was thinking about having. They'll all probably be factored into some overall kind of number, but will also have particular influence in certain areas of the fight.

Title: [Charlatan Fencers] Dueling system
Post by: Hereward The Wake on May 27, 2005, 12:03:15 AM
All quiet here. Any new thoughts?

JW
Title: [Charlatan Fencers] Dueling system
Post by: BrennaLaRosa on May 27, 2005, 05:57:14 AM
This is very cleverly done. As a gamer and a re-enacting brat, I like the element of comedic realism brought to it by the warring schools. It's like a Three Stooges movie with more bloodshed. HUZZAH and HEY-NONNY-NONNY!

...Yes, I read Dork Tower, why do you ask?
Title: [Charlatan Fencers] Dueling system
Post by: Hereward The Wake on May 28, 2005, 01:14:36 AM
This is a problem I hav ehit in my system, making it 'real' feelin without getting bogged down in too much detail.

Also all systems emphasise different techniques and stratergies and approaches.
My current feeling is that the basis of all things is around, timing and commitment being the two main factors in any action in comabt and balancing those to off set ones opponent, different techniques and stratergies will improe these in certain ways and would therefore alow a shift in stles and systems based apon a common mechanic. But still hard to implement

JW
Title: [Charlatan Fencers] Dueling system
Post by: Jasper on May 28, 2005, 06:03:42 PM
Jonathan, I'm intrigued by the commitment/timing breakdown. I too have been trying to find some overarching principles that could be used in lieu of agonizing detail. I have a somewhat modified system now which I've been hammering out. Timing is definitely a key element, and maybe commitment too in a certain sense. Another big issue is having enough choices so that some meaningful strategy can evolve.

I'll try to describe the changes in my new-ish system shortly, and I'll maybe post the whole thing too -- but I've been putting a lot of stress on the tendons lately, with typing, so I had better not overdo it.

It might also be of interest that I'm experimenting with some other break-downs of the historical techniques. I won't go into the details, but I've analyzed Ringeck's manual and done various statistical analyses, trying to group different techniques by when they're used. The results (such as they are now) are interesting because moves that aren't necessarily similar in physical practice may nonetheless be used in similar circumstances. But the data from Ringeck is not great either, so I don't want to draw too much from it.
Title: [Charlatan Fencers] Dueling system
Post by: Hereward The Wake on May 28, 2005, 11:02:54 PM
If you look at the Guild website you will see that we teach based upon the Principles of combat, these do not change and as such all techniques fall within them. Hence you will find, as you mentioned that certain 'techniques' will work in several situations and several solutions are available to evry situation. That is why that I am leaning toward the timing/commitment aspect as these are seeming to be the definig factors when actually applying an action/reacton situation.

Of course how one applies that is something else. Do certin 'techniques give bonuses to either area. or does one use basic actions, cut, thrust grapple etc, and make use of the timing/commitiment thing within them to allow certain styles/techniques to be favoured??

JW
Title: [Charlatan Fencers] Dueling system
Post by: Jasper on May 29, 2005, 02:18:17 AM
Yes, but the question is what principles does one highlight, and how does one approach them? All the masters talk about timing, so that's an easy one. They don't talk very much about distance though -- yet surely that's terribly important too. And a problem especially with something like that, but also in general, is that none of us are masters today. The manuals are not always very explicit, leaving some big unknowns. If we try to make a game, we have to fill those holes in somehow, or abstract above them.

And the point about getting specific mechanics to mesh up with an abstract model is well taken. I'm hoping that some of the statistical analyses I'm running will help with that a bit.
Title: [Charlatan Fencers] Dueling system
Post by: Jasper on May 29, 2005, 10:58:03 PM
Alrighty. Here is a pdf outlining a modified dueling system: http://www.primevalpress.com/games/charlatans/sys2.pdf

Some parts are still sketchy, but I do have some actual provisional mechanics in place -- i.e. with some dice and numbers. I realize pdf isn't the most convenient here, but as I said, I'm trying to save my carpals/tendons...

I'd particularly like feedback on the pre-engagement (initiative-determining) phase and the War/Krieg. I considered a bidding mechanic, but that seemed too drawn out.  The present system of simultaneous drop (like in tRoS) seems adequate if not elegant.

I appreciate any thoughts -- and this system is still highly tentative. If I can get it hammered out a little more, I'll playtest it and see how it works. The other major alternative is a more discrete list of techniques, with paths between them.
Title: [Charlatan Fencers] Dueling system
Post by: Hereward The Wake on May 30, 2005, 03:42:18 PM
I think that didtance is quite well covered  by the 'phases that you have, approach, war etc. I would add 'close' as well for grappling actions or as a distance, where shoter weapons are used. Weaponms would have modifers depending on when trying to use them, so pole weapons would get some kind of bonus during the approach phase, but would get less effective as the war and close  phases were used. Adding the opertunity to manouver and maintain a distance/phase would allow players to attempt to work within certain ranges and phases.

The system that we have in the Guild has been used for over 40 years and so we have seen a lot of different types and styles used, and it still does not make it easier as after all, a lot of what happens in a fight is about chance and luck, the training just allows one to try exploit theose chances, or not.

JW



Quote from: JasperYes, but the question is what principles does one highlight, and how does one approach them? All the masters talk about timing, so that's an easy one. They don't talk very much about distance though -- yet surely that's terribly important too. And a problem especially with something like that, but also in general, is that none of us are masters today. The manuals are not always very explicit, leaving some big unknowns. If we try to make a game, we have to fill those holes in somehow, or abstract above them.

And the point about getting specific mechanics to mesh up with an abstract model is well taken. I'm hoping that some of the statistical analyses I'm running will help with that a bit.
Title: [Charlatan Fencers] Dueling system
Post by: Hereward The Wake on June 09, 2005, 01:44:42 PM
What news?
Not had much time to look at this but my feeling is that the choice of stratergy is very important, so that rather than using kill rolls etc, the emphasis should be on the moves that are chosen/that can be chosen?

JW
Title: [Charlatan Fencers] Dueling system
Post by: Jasper on June 09, 2005, 08:34:54 PM
It's coming along quite well, with a new version. I'm pretty pleasd with it. The main thing that's needed now is playtesting -- though any comments are stll welcome.

The new version is described here: http://www.primevalpress.com/items/2

The main changes are two-fold. First, there's only one roll per phase: the defender rolls to defend himself and to simultaneously counter-attack. If he succeeds, then he becomes the attacker in the next phase, and his margin of success is rolled over, making it harder for the other guy to defend. So the initiative basically bounces back and forth, as long as no one fails to defend himself.

I've also got what I think is a fairly clever little die mechanic which makes the fight more random (less dependant on skill) as the fight goes on.
Title: [Charlatan Fencers] Dueling system
Post by: Hereward The Wake on June 21, 2005, 02:25:58 PM
Having had a bit of a look through, personally I prefer an option that would give a grater emphasis on the actual choices that makes rather than relying on the skill that the PC has.

Jonathan
Title: [Charlatan Fencers] Dueling system
Post by: Jasper on June 21, 2005, 03:57:12 PM
Jonathan,

You're going to have to give me more than that. Personal preference doesn't really go too far. Why would you change the emphasis? For added tactical complexity? For realism's sake? For...?

I could easily create 10 options per phase rather than 3 or 5, but would that really matter much? Since I'm avoiding gritty details, it seems like plenty of combinations are afforded right now (except in the Withdrawal).