The Forge Reference Project

 

Topic: Simple combat system
Started by: fruitbatinshades
Started on: 5/13/2004
Board: Indie Game Design


On 5/13/2004 at 11:43pm, fruitbatinshades wrote:
Simple combat system

For those that are interested, this is simplified combat system after tweaking as suggested by you lot :)

Simple Combat System wrote:
Simple Combat System
The simple combat system is resolved easily and requires less time than the advanced rolls. I will take you through a combat round and explain each step as we go through.

Why Fight?
Sometime there is no option but to fight! Talking hasn’t worked, they don’t care your wearing glasses or that you’re a girl! What to do? Running away is a perfectly viable option, but your fellow players may resent you for it.

Once all the gesturing is over, and everybody has decided the only way to settle who is hardest is to start whacking each other with bits of wood and steel, we need to decide who goes first.

Combat Sense/Iniative
This is done by rolling your combat sense skill or rolling your wits and halving the final figure. Everybody then calls out there result and somebody writes them all down. The person with the highest number (Monster or Player) gets to attack first.

Hitting Someone
To hit someone you need to roll your weapon skill. That may be a sword, stick, crossbow or any other weapon. To use a weapon you need the relevant skill, you wouldn’t drive a car without lessons now would you? You roll the number of dice next to your skill and use the rule of ten.

You have a sword skill of 3, so you roll 3 dice and take the highest. (1,3,9)
You then add that number to your skill rating (In this example 3)
So you attack with 12.


Whether you hit or not depends on the number the GM said you needed to roll over. This is normally 10 but may be higher or lower.

Defending Yourself
The person being attacked will try to stop them selves being hit. There are special skills calls ‘Block’ skills that allow you to stop their weapon with yours. These are ‘Block Melee’ and ‘Block Brawl’. You will need these skills to stop being hurt.
‘Block Melee’ is when you use your weapon to block another weapon. ‘Block Brawl’ is when you use your body to stop somebody else’s fist, foot, leg etc.
In this example we are blocking a sword attack, so we roll ‘Block Melee’ skill and add armour as follows.

A baddie attacks you for 12
You roll your block melee skill at 2 and take the highest (2,6)
You then add your skill and result together (6+2) = 8
Then add any armour you may have (AR=2)
So you blocked (8 + 2) = 10
Take that number off the attack and we have 2. That is how many Hit Points you have lost.


Now it is the other players’ turn in succession.

Message 11209#119493

Previous & subsequent topics...
...started by fruitbatinshades
...in which fruitbatinshades participated
...in Indie Game Design
...including keyword:

 (leave blank for none)
...from around 5/13/2004




On 5/14/2004 at 7:35pm, Mike Holmes wrote:
RE: Simple combat system

Hmm. No effect for weapons? Or have I just missed it?

Not saying that you need any, actually. I just argued on another fora that it's not neccessary. But just checking.

Mike

Message 11209#119618

Previous & subsequent topics...
...started by Mike Holmes
...in which Mike Holmes participated
...in Indie Game Design
...including keyword:

 (leave blank for none)
...from around 5/14/2004




On 5/17/2004 at 6:41am, Knarf wrote:
RE: Simple combat system

It's possible that a weapon added to the baddies' attack result. Both DragonStorm (the collectible card based RPG) and the new Marvel system do something similar. The weapon adds to the attack roll and whatever is not defended is the damage that the character takes.

Message 11209#119899

Previous & subsequent topics...
...started by Knarf
...in which Knarf participated
...in Indie Game Design
...including keyword:

 (leave blank for none)
...from around 5/17/2004