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New Member, New Dice Pool combat mechanic
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Topic: New Member, New Dice Pool combat mechanic (Read 545 times)
NeuroZombie
Member
Posts: 24
New Member, New Dice Pool combat mechanic
«
on:
September 26, 2003, 07:18:56 AM »
Hello all,
I have been a lurker her on and off for nearly a year now, and I think I may have finally come up with a combat system worth mentioning. Granted, it is still a bit rough around the edges and not tied to a complete system yet, but I think it is worth discussing. I would appreciate any and all comments, positive and negative (hopefully mostly positive :) .)
Dice Pool Combat System Rough
- d6 based, to keep it simple
- Each character has a combat dice pool (CDP) based upon level of expertise. I have not, however, defined a specific xp system as of yet, so this idea will most likely change.
- When combat is initiated, each PC involved allocates his CDP between three areas, called Actions. The actions are:
Initiative Action (IA)[/list:u]
Offensive Action (OA)[/list:u]
Defensive Action (DA)[/list:u]
- Each Action has a base score equal to an appropriate
Aptitude
and one skill:
IA = Acumen + Quickness skill[/list:u]
OA = Finesse + Combat skill[/list:u]
DA = Physique + Evasion skill[/list:u]
- A combat round would roughly follow this order:
1. Roll Initiative = IA + Allocated Dice - high to low order of action[/list:u]
2. Attacker rolls Offense = OA + Allocated Dice - must beat opponents DA[/list:u]
3. Opponent rolls Defense = DA + Allocated Dice[/list:u]
4. Note the amount by which the OA exceeds the DA. This is an
Accuracy
bonus to damage[/list:u]
5. Roll damage by weapon or attack form, add
Accuracy
bonus.[/list:u]
6. Armor or other defenses have an
Absorb
rating which simply absorbs damage as in many other games. Any damage not absorbed is considered
Wounds
.[/list:u]
This is a very basic write up, as you can see, but I think you can gleen the idea from it.
My thoughts going into this idea is simple: I wanted a system that can easily embody character tactics in a combat scenario without dealing with tons of modifiers or complex attack options. I think by allocating how fast your PC goes in for the kill (IA), how well aimed they wish to make the attack (OA) and how much of a defense they put up during the combat encounter (DA) it simulates tactics without the need (or much need) of mods.
As a side note, the
Aptitudes
(stats) for the game are:
Acumen (A) - perception, wisdom, insight, etc...[/list:u]
Finesse (F) - agility, speed, dex[/list:u]
Intellect (I) - duh![/list:u]
Physique (P) - Strength, endurance, CON[/list:u]
I also intend on creating a skill system witrh few skills, maybe 10-15 max, with an option of specialties if you want a more indepth skill system.
Please post away! I really like this idea, but as I am not truly a number cruncher, the logistics of this system may well be lost on me :)
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NeuroZombie
http://www.neurozombie.com
Mark Johnson
Member
Posts: 238
New Member, New Dice Pool combat mechanic
«
Reply #1 on:
September 28, 2003, 08:13:50 AM »
Welcome to the Forge!
Are you familiar with Riddle of Steel? If not, check it out.
Anyway, the system looks solid, but pure combat mechanics don't sell me on games. Can this combat system be used for non-martial conflicts?
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Mansion On The Hill -- Indie Music Radio
NeuroZombie
Member
Posts: 24
New Member, New Dice Pool combat mechanic
«
Reply #2 on:
September 28, 2003, 03:13:03 PM »
I am still working on a way to use the same dice pool for skill resolution. There is no logical way to split up a dice pool for a skill, so its kinda tough tho. I was thinking of a few options:
1) Roll the dice pool and take the highest die (or 2 dice) and add the Skill bonus.
2) Roll the pool and add the skill bonus
but neither of these options seem to really fit into the system well. No fluidity on rolls. The first one just seems a cop out on the use of the die pool, and the second makes the actual skill bonus pretty much irrelevant to the success, or at least of minor use.
Currently (just to have a "complete" system for testing the combat) I am using a simple 2d6 + skill bonus vs. a TN for skills until I can come up with a satisfying way to use the dice pool.
As for the Riddle of Steel, I had a chance to get it for about $10 off at a somewhat local game store, but passed. Then I saw a post here about how good it was and I keep planning an hour and a half trip to pick it up :)
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NeuroZombie
http://www.neurozombie.com
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