| Quentin Hudspeth ( @ 2007-03-20 16:44:00 |
| Current music: | Kraftwerk - Computer World |
Broad Scope combat and other stuff
I'm not happy with the rules for combat. (I know, how many times have you heard that one). I've been bothered for a while about Broad Scope versus Focused Scope when it comes to combat. I see the distinction working okay for all other conflicts, but combat seems forced to be Focused Scope.
How can you expect someone to make a single Broad Check using Marksmanship when he's being attacked by chain-wielding zombies crazed orc berserkers thugs intent on melee. I don't feel it models the necessary need to duck and weave, even if the Character is going to shoot each attacker, rather than punch them. How do you work in Martial Arts checks? I suppose if the Check failed, you could just narrate that your shots went wide as the thugs piled on you, or something. So that wouldn't be so bad.
Now let's consider the case of the thugs having ranged weapons. Does it make sense to have one Check of the Character's Marksmanship against theirs? Should it be against the attackers' average Marksmanship, or each attacker's Marksmanship? I suppose that could work too.
Consider, though, that both these cases assume both sides just stand and take the hits, so to speak. But what about the strategy that comes out in turn-based combat? And what about a team of Characters against the NPCs?
I suppose it mainly comes down to this: I don't want a game where combat devolves to the standard d20 strategies, unless the Players want it to. I want to encourage Broad Scope play, heavy on the description.
I propose the following to address the issue:
- I introduce a new Ability, Combat, whose Check Cap is derived from the average Check Caps of Marksmanship, Martial Arts, Thrown, and Strategy (Psychic players should also average in their Psychokinesis CC, if PL>0).
- Broad Scope combats will be resolved by Opposed rolls against the opponents' Combat Abilities.
- Each Character involved in the conflict rolls his own Combat Check; each NPC involved gets his own Combat Check.
- The side with the most successes wins the conflict.
- A success represents a Character/NPC subduing one or more opponents, while taking only minimal damage (or none).
- Any Characters or NPCs who failed their Combat Checks are wounded, possibly gravely.
- As the difference in successes increases, so does the damage done to the losers.
- As the number of successes for the losers increases, so does the damage done to the victors.
- Don't like the results? Spend from your Chutzpah Cache to revisit the conflict in Focused Scope (everyone get ready to roll initiative).
- The Players narrate the conflict, regardless of whether they win or lose, unless they go into Focus.
- Now I just need to figure out how to deal with damage.
Thoughts?
Slaintè,
Q