PDA

View Full Version : Critical-Based Combat System



FreakyCheeseMan
2010-05-14, 12:21 AM
Originally posted this under Roleplaying, wasn't sure how to move it. Hope I'm not breaking any rules. Anyway.

So, I'm trying to design an HP-less combat system for a game world I'm developing. Here's what I have so far.

Critical hits are basically the only way to finish a fight, but you can't get one just by rolling a twenty- you have to make a called critical strike, but you can only do that under certain circumstances (i.e., when there's a hole in your opponent's defense).

To represent this, each combatant gets an Attack and Defense stat, sometimes with modifiers that only apply towards specific enemies. If your attack beats your opponent's defense, you can try for a critical strike; otherwise, you have to use other options to try to lower your opponent's defense or up your own attack. "Standard" attacks can do two things- inflict a non-critical wound, which lowers their defense by one until healed, or "Stagger" them, which reduces their defense until they can recover- and Stagger stacks, so if you hit them repeatedly, you can pile on the penalties. Other ways to beat defense include flanking, surprise attacks, enchanted weapons and certain spell effects.

Example:

Badass McBaddington with attack 10 attacks Gobliney the Goblin with defense 2; Badass's superior skill lets him blow through Gobliney's defenses and go for a critical at once, possibly with bonuses for the 8-point difference.

Roguey McBackstabber with attack 3 wants to kill Unaware McFlatFoot with defense 6. Roguey sneaks up behind her opponent, giving her +2 for a surprise attack and another + 2 for backstab, bringing her attack up to 7, letting her attempt the killing blow.

Fighter McEvenlyMatched with attack 3 and defense 6 attacks Warrior McWorthyFoe with attack 4 and defense 5. Fighter strikes Warrior and staggers him, lowering his defense to four; Warrior recoveres and strikes back, but misses. Fighter then attacks again, this time inflicting a wound, and using his Adrenaline Rush power to increase her attack to 4 in exchange for a future penalty. Warrior strikes again and misses, Mage McSupport casts a Force Shove spell on Warrior to stagger him, lowering his defense to 3, and Fighter goes in for the kill.

I'm thinking that weapon stats would now reflect their ability to inflict wounds or stagger an opponent; it would, for instance, be difficult to stagger an opponent with a dagger, or to wound a plate-clad opponent with a quarterstaff. To represent this, weapons (modified by user feats) have a "Wound" and "Stagger" stat, which, if an attack connects, is compared to "Absorption" and "Steadyness" stats of the defender and their armor; if the weapon can't break through, that type of damage is not done. This means some attackers may find themselves unable to breach an opponent's defense at all with normal attacks, forcing them to be (hopefully) creative.

I'm also planning to include the concept of a "Readied Defense" similiar to a stance- it means you try to do something with your defense, taking a penalty and making it more likely you get hit, but with possible advantages as well.

Example:

Badass McBaddington returns to fight FighterMcDoomedpants (she changed her name when she got married). Fighter has trained lots to bring her defense to 14, and also invested in a spiffy set of plate mail with Aborption 6; this is bad news for Badass, who's stuck with a dagger with Wound 2 and no stagger at all.

On his first turn, Badass attacks, but his knife glances harmlessly off of Fighter's armor, and the attack is ineffective. Fighter returns the attack, but Badass used Disarm as a redied defense, knocking Fighter's weapon from her hands and lowering her defense by two. Badass then makes an unarmed attack (Unarmed attacks have high stagger), knocking Fighter backwards; Fighter attempt to recover but fails, Badass makes a trip attempt and succeeds, knocking Fighter prone and giving her a wonderful -4 to defense, lowering her total defense to 8 and allowing Badass to attempt to work his dagger into a chink in her armor.

I'm wondering A: What everyone thinks of this system, B: If it's too slow/complicated, and C: If anyone has any ideas to keep both combatants in a fight from continuing to stagger eachother, which would just be silly. Maybe deny attacks to staggered enemies? Or say that a succesful attack makes you automatically recover from being staggered?

IcarusWings
2010-05-14, 01:20 AM
It sounds like an interesting alternative to the current systme

Funky work :smallbiggrin:

Yakk
2010-05-14, 10:02 AM
In a sense, Defence in this system is HP.

So you could go with this.

You attack someone, and it has an accuracy. The opponent burns defence points in order to make the attack miss. They can take a discount in exchange for taking a wound (which is longer-term).

Players can refresh Defence points through some method -- be it something like a "second wind" maneuver, or not spending any Defence points for a turn.

Other methods of directly attacking Defence can also exist.

...

Now, if Defence is points that you spend, you want attack to be something symmetric, somehow.

FreakyCheeseMan
2010-05-15, 07:03 AM
In a sense, Defence in this system is HP.

So you could go with this.

You attack someone, and it has an accuracy. The opponent burns defence points in order to make the attack miss. They can take a discount in exchange for taking a wound (which is longer-term).

Players can refresh Defence points through some method -- be it something like a "second wind" maneuver, or not spending any Defence points for a turn.

Other methods of directly attacking Defence can also exist.

...

Now, if Defense is points that you spend, you want attack to be something symmetric, somehow.

Defense isn't all that much like HP- yes, it's a number that can represent how far from death you are, but there are a lot of differences. Defense is relative- One character may be threatened by several enemies, and have a different defense to each. As a measure of how safe you are, defense depends as much on your attacker as it does on you- to some attackers you may be already dead, while to others you are untouchable. Defense depends on position- if you're flanked your defense is lower, and enemies with the right feats may get special bonuses to attack based on details of the battle (did your last attack fail, etc.)

I've heard the idea of "Burning" defense to dodge attacks before, but it never really appealed to me. While I'm not sure how it would work for play, it doesn't seem like a realistic model of combat to me. What I'm trying to do- perhaps unsuccessfully- is present a system that models wearing your opponent down and seeking an advantageous position while looking for an opening in their defense, which seems a realistic assessment of how (at least some) fights go. Burning defense points... maybe I'm missing the point, but it doesn't seem to model anything that actually happens.

Aotrs Commander
2010-05-15, 07:52 AM
You may wish to look at something like Rolemaster (in particular the source book Ten Million Ways to Die). That particular book is designed to be adapted into other systems. I suggest this since Rolemaster has an excellent critical hit system. You could either go the whole hog and convert your combat system in it's entirely to work with RM (some conversion ideas are on this page here (http://www.ironcrown.com/ICEforums/index.php?action=tpmod;dl=0)) or simply just cadge the criticals an apply them to the system of your choice. Rolemaster isn't totally hit point less, but it's concussion hits represent shock, pain and bleeding - basically actual damage, but it's very rare (until sci-fi and firearms technology) you will ever get killed by concussion hit damage; it's criticals that kill you. Criticals will stun you (equates more to dazed than srun in 3.5), make you bleed, break bones and such. You would probably have to do a few adjustments to the conditions (must parry/stun/stun no parry, reduce all the penalties by 5 if you're going to use D20 attack rolls not D100), but other wise, it should work okay. Might save you a bit of work - not much, but a bit!

Most importantly of all, RM criticals are just enormously fun to use. One might even say they are it's bast feature...!

It's a fairly big leap, but if you're planning on adjusting to a critical-based system, Rolemaster is critical central, if you want that level of detail. Just a thought.

erikun
2010-05-15, 10:15 PM
This sounds a lot like the wounds system, except it only affects defense and you perform a coup-de-grace in the middle of combat. Perhaps I'm looking at it wrong, but most realistic fights didn't end in a glorious decapitation. You usually wore someone down until they dropped or hit they somewhere and they bled to death.

How is this an improvement over the traditional wounds system (-1 to rolls for each wound) with an optional staggerring rules?

Krazddndfreek
2010-05-15, 11:29 PM
It uses something other than the monstrous fortitude saves you can easily get with magic?