I'm pondering ways to do that which would be fun and visceral. I had a thought to try to capture how a player might balance their offense and defense while dealing with swarms of mooks.Never thought I'd say this, but: use a dice pool. Nothing says "flurry of blows" like a flurry of dice. Each of your attacks is a d6, your results must exceed your opponent's damage threshold, and you can chain all of the 6's together for an ULTRA COMBO!
Gotta keep the rules simple if you don't want it to bog down.Can you do Double Dragon, TMNT, Golden Axe, and the like in a table top game, where the action is fast and you feel like you're outplaying the enemies, rather than just having higher stats or lucky dice?
Is it possible to have a tabletop RPG combat system where you play it competently and have better outcomes, and for that system to not bog down and be slow?
That wasn't simple. At first I was thinking all rolls should be 1v1, but you could roll your way into/out of a melee too. Like this: every combatant in range rolls his pool at the same time. You then assign your dice as hits and blocks against your opponents' rolls in real time, like Bananagrams meets Risk. It helps to have good rolls, but it also helps to quickly assess your hits and blocks and decide where to assign them before your opponents do. That part is the speed and tactics. The end result determines who is still standing after the first wave.I'm pondering ways to do that which would be fun and visceral. I had a thought to try to capture how a player might balance their offense and defense while dealing with swarms of mooks.
One of my friends bought three bricks of d6s for FATE - 27 each in red, blue, and green - which had two sides with plus signs, two sides with minus signs, and two sides blank.
What if you had, I dunno, a starting dice pool of three (which could increase with level), and at the start of each turn you pull three dice of any color or combination of colors, which you have access to for the turn.
Red represents offense. You use them to make bonus attacks at any point during the turn - including as counterattacks when someone comes at you. Plus (+) means you hit and deal 2 dmg. Blank ( ) means you hit and deal 1 dmg. Minus (-) means you miss.
Blue represents defense. You use them to possibly negate attacks, either by dodging or parrying. Plus (+) let you negate an attack or end a condition. Blank ( ) reduces the damage you take by 1. Minus (-) means the attack hits as normal.
Green represents tricks. You use them to do stuff like throw, trip, blind, stun, and the like. Enemies would have some sort of threshold (usually just 1 for mooks, but maybe 3 or 4 for bosses). When you hit someone, you can roll a trick die. Plus (+) adds 2 step toward the threshold. Blank ( ) inflicts 1 step. Minus (-) does nothing. If you reach the target's threshold, you get to choose a condition you apply. . . . Or maybe the condition is preset based on what weapon you're attacking with?
This would be separate from supers (attacks would still use 2d10, and you could trigger a super by spending a Peril point or by rolling pairs on the dice). So on a typical turn you'd have 2d10 to attack with, and 3 other dice you could roll during the turn. It's still a bit random, but it's giving you some control over how much you want to commit to offense, defense, and conditions.
Was not expecting to see a shout out to the Street Fighter RPG today. Still have all my books for that one as well as fond memories of running it in the past. It does make a pretty decent system for this type of beat em up inspired game.I suppose there should also be an obligatory mention of the Street Fighter RPG, which is way better than one might think given the title.
I was listening to the soundtrack to Streets of Rage last night and started wondering if there's a way to capture the feeling of walloping baddies, and importantly the viscerality of winning a fight with reflexes and "being skilled" rather than relying on random dice and a competent "character build."
Can you do Double Dragon, TMNT, Golden Axe, and the like in a table top game, where the action is fast and you feel like you're outplaying the enemies, rather than just having higher stats or lucky dice?
Is it possible to have a tabletop RPG combat system where you play it competently and have better outcomes, and for that system to not bog down and be slow? I know that D&D fourth edition had a lot of decision points in combat that could reward clear skill, but also combat got kind of slow.
I have some ideas I'm planning to write up, but I'm curious if anyone else has this same interest.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.