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"Better" Combat Systems in RPGs - Feedback Welcome!
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<blockquote data-quote="Bilharzia" data-source="post: 8076357" data-attributes="member: 6970322"><p>Sure, this is from RQ6/Mythras:</p><p></p><p><img src="https://i.imgur.com/MFAe97X.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>Looking at this section from a character sheet, you see the PC has piecemeal armour, the strongest is the helmet with "AP 5" (Armour points 5) this will protect against 5 points of damage. Each of the 7 hit locations has it's own armour, AP and hit points, HP. In the box labelled "Shield" the locations list are the locations that are warded if the PC is using the shield as a passive ward, the particular shield they are using will block damage over 4 connected locations. Assuming the PC has a weapon in their other hand they can also actively parry with that weapon, leaving the shield in place covering their arms, which are unarmoured, chest and abdomen which if wounded may knock you out.</p><p></p><p>Let's say this PC is attacked successfully and they fail their parry. As stated, the shield is blocking their central body and arms. The attacker, because they beat the PC's parry now will not only hit, but also is granted a special effect. A special effect might be Trip Opponent, Disarm, and so on, let's say the attacker chooses "Choose Location". Using Choose Location means that they can choose the location they hit instead of rolling a d20 (see the 1d20 list on the left side). </p><p></p><p><em>Where does the attacker choose to hit?</em> Let's also say the attacker is using a Celtic Longsword, that does 1d6+2 damage, and the attacker has no damage bonus from their STR and SIZ. The longsword is only a 'medium' sized weapon, so hitting any location warded by the shield will be entirely blocked, if it was a "Huge" weapon, half the damage would get through the shield ward. So that leaves sensible targets as one of the legs or the head. We can see the head is protected by an iron Open Helmet with 5 AP, quite study, and the chances are it will block most of a hit from the longsword. The legs are lightly armoured protected by 1AP hide boots. </p><p></p><p>The attacker chooses Right Leg, and rolls their damage - they roll a 3, plus 2 is 5 points of damage to the Right Leg, 4 damage goes through leaving 1hp left in that leg. If HP is above zero, it's counted as a minor wound, no other effects. Let's say the roll was a 4, plus 2 is a 6, this would take the leg down to 0hp, now this is a "Serious Wound". The PC has to make an Endurance check to see if they fall prone from the hit, and they are distracted for 1d3 turns as they deal with the pain, this puts them on the defensive - they can move and take defensive actions but they can't attack for those turns. If the PC <em>fails</em> their Endurance skill check, they fall prone and they are now at a disadvantage - their Combat skill is now halved, that's half the chance to defend and attack, the circumstances of the fight has just changed and they are in trouble.</p><p></p><p>So if something takes a Serious Wound there are immediate consequences depending on where they were hit, Head, Chest and Abdomen have worse consequences than a limb, an arm hit may result in dropping a weapon and so on. Going prone is bad, but there could have been other effects depending on what the attacker chose to do.</p><p></p><p>All of this is to say - this is how the system differs from D&D. Mythras still uses "hp" but not in a big pile that is ever increasing. Most PCs will never increase their hit points in those locations. You <em>can</em> increase your armour, which is usually very sensible to do, but armour is expensive and may be hard to come by depending on the campaign. PCs, NPCs and creatures will always be vulnerable, critical hits can bypass armour, so even the heavily kitted out warrior is vulnerable to a lucky hit.</p></blockquote><p></p>
[QUOTE="Bilharzia, post: 8076357, member: 6970322"] Sure, this is from RQ6/Mythras: [IMG]https://i.imgur.com/MFAe97X.png[/IMG] Looking at this section from a character sheet, you see the PC has piecemeal armour, the strongest is the helmet with "AP 5" (Armour points 5) this will protect against 5 points of damage. Each of the 7 hit locations has it's own armour, AP and hit points, HP. In the box labelled "Shield" the locations list are the locations that are warded if the PC is using the shield as a passive ward, the particular shield they are using will block damage over 4 connected locations. Assuming the PC has a weapon in their other hand they can also actively parry with that weapon, leaving the shield in place covering their arms, which are unarmoured, chest and abdomen which if wounded may knock you out. Let's say this PC is attacked successfully and they fail their parry. As stated, the shield is blocking their central body and arms. The attacker, because they beat the PC's parry now will not only hit, but also is granted a special effect. A special effect might be Trip Opponent, Disarm, and so on, let's say the attacker chooses "Choose Location". Using Choose Location means that they can choose the location they hit instead of rolling a d20 (see the 1d20 list on the left side). [I]Where does the attacker choose to hit?[/I] Let's also say the attacker is using a Celtic Longsword, that does 1d6+2 damage, and the attacker has no damage bonus from their STR and SIZ. The longsword is only a 'medium' sized weapon, so hitting any location warded by the shield will be entirely blocked, if it was a "Huge" weapon, half the damage would get through the shield ward. So that leaves sensible targets as one of the legs or the head. We can see the head is protected by an iron Open Helmet with 5 AP, quite study, and the chances are it will block most of a hit from the longsword. The legs are lightly armoured protected by 1AP hide boots. The attacker chooses Right Leg, and rolls their damage - they roll a 3, plus 2 is 5 points of damage to the Right Leg, 4 damage goes through leaving 1hp left in that leg. If HP is above zero, it's counted as a minor wound, no other effects. Let's say the roll was a 4, plus 2 is a 6, this would take the leg down to 0hp, now this is a "Serious Wound". The PC has to make an Endurance check to see if they fall prone from the hit, and they are distracted for 1d3 turns as they deal with the pain, this puts them on the defensive - they can move and take defensive actions but they can't attack for those turns. If the PC [I]fails[/I] their Endurance skill check, they fall prone and they are now at a disadvantage - their Combat skill is now halved, that's half the chance to defend and attack, the circumstances of the fight has just changed and they are in trouble. So if something takes a Serious Wound there are immediate consequences depending on where they were hit, Head, Chest and Abdomen have worse consequences than a limb, an arm hit may result in dropping a weapon and so on. Going prone is bad, but there could have been other effects depending on what the attacker chose to do. All of this is to say - this is how the system differs from D&D. Mythras still uses "hp" but not in a big pile that is ever increasing. Most PCs will never increase their hit points in those locations. You [I]can[/I] increase your armour, which is usually very sensible to do, but armour is expensive and may be hard to come by depending on the campaign. PCs, NPCs and creatures will always be vulnerable, critical hits can bypass armour, so even the heavily kitted out warrior is vulnerable to a lucky hit. [/QUOTE]
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