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"Better" Combat Systems in RPGs - Feedback Welcome!
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<blockquote data-quote="Bilharzia" data-source="post: 8077281" data-attributes="member: 6970322"><p>RQ/Mythras essentially revolves around a unified percentile skills system. Character generation is split between Culture, Career, and player choice. A character's initial combat skills are going to come out of this process. The most important combat skill is "Combat Style" which varies across different cultures and careers.</p><p></p><p>A cultural style can be picked up at the "Culture" stage in character creation and this would be one that a teenager growing up might be expected to learn, so it could look something like this:</p><p><strong>Citizen Militia</strong> - <em>Weapons:</em> Longspear, Scutum Shield - <em>Traits:</em> Shield Wall</p><p>A PC could start with this and stick with it, coming out of chargen with a skill in the 60s to 70s percent using these two weapons and knowing the Shield Wall trait, which increases the number of locations protected, and makes you resistant to knockback if used with others in a shield wall.</p><p></p><p>The same PC could decide at the Career stage to learn another combat style, if their career allowed it, so a soldier career might have available:</p><p><strong>Citizen Cavalry</strong> - <em>Weapons:</em> Javelin, Short Spear, Target Shield -<em> Traits: </em>Skirmisher, Mounted Combat</p><p>Since this is a career combat style, there are more weapons included and more traits learned. Skirmisher allows you to make attacks on the run and Mounted Combat allows you to ignore the cap on combat skills normally imposed by your Ride skill.</p><p></p><p>All skills start out using two of their characteristics added together, Combat Style skills use a STR+DEX calculation, so an absolute average would be a 22% skill at base, higher characteristics will give you a higher base, so the maximum possible human combat style base is 36%. In character creation you can add a maximum of +15 at each stage, since there are 3 stages it's possible to come out with a maximum of +45% experience added to your base. A completely average human PC can come out with a skill of 67% in their cultural combat style.</p><p></p><p>The Combat Style skill covers primarily attacks and parries but it can be also used in other tests, especially when resisting Special Effect tests (such as disarm). There is no "dodge" skill as it's covered in part by the parry action itself and by the Evade skill which is more desperate than players might be used to since it leaves you prone.</p><p></p><p>During play it's possible to increase your combat style skill through experience and training a combat style, you can add a weapon to a combat style if it makes sense, or learn or create a new combat style with a number of different weapons given time and experience, it is also possible to learn new traits to use as part of your style. Picking up and using weapons you don't know is possible, and your skill with them depends on how similar that new weapon is to one of the weapons you already know how to use. You will take a penalty based on how close or far it is.</p><p></p><p>There are a number of skills you use during combat - Endurance is tested to hold off fatigue if the fight goes on too long, it can also be tested in the event of a Serious or Major Wound, Brawn can be checked if an opponent tries to trip you, your Evade skill is tested if you are trying to disengage, Willpower is tested if a Compel Surrender demand is attempted and so on.</p></blockquote><p></p>
[QUOTE="Bilharzia, post: 8077281, member: 6970322"] RQ/Mythras essentially revolves around a unified percentile skills system. Character generation is split between Culture, Career, and player choice. A character's initial combat skills are going to come out of this process. The most important combat skill is "Combat Style" which varies across different cultures and careers. A cultural style can be picked up at the "Culture" stage in character creation and this would be one that a teenager growing up might be expected to learn, so it could look something like this: [B]Citizen Militia[/B] - [I]Weapons:[/I] Longspear, Scutum Shield - [I]Traits:[/I] Shield Wall A PC could start with this and stick with it, coming out of chargen with a skill in the 60s to 70s percent using these two weapons and knowing the Shield Wall trait, which increases the number of locations protected, and makes you resistant to knockback if used with others in a shield wall. The same PC could decide at the Career stage to learn another combat style, if their career allowed it, so a soldier career might have available: [B]Citizen Cavalry[/B] - [I]Weapons:[/I] Javelin, Short Spear, Target Shield -[I] Traits: [/I]Skirmisher, Mounted Combat Since this is a career combat style, there are more weapons included and more traits learned. Skirmisher allows you to make attacks on the run and Mounted Combat allows you to ignore the cap on combat skills normally imposed by your Ride skill. All skills start out using two of their characteristics added together, Combat Style skills use a STR+DEX calculation, so an absolute average would be a 22% skill at base, higher characteristics will give you a higher base, so the maximum possible human combat style base is 36%. In character creation you can add a maximum of +15 at each stage, since there are 3 stages it's possible to come out with a maximum of +45% experience added to your base. A completely average human PC can come out with a skill of 67% in their cultural combat style. The Combat Style skill covers primarily attacks and parries but it can be also used in other tests, especially when resisting Special Effect tests (such as disarm). There is no "dodge" skill as it's covered in part by the parry action itself and by the Evade skill which is more desperate than players might be used to since it leaves you prone. During play it's possible to increase your combat style skill through experience and training a combat style, you can add a weapon to a combat style if it makes sense, or learn or create a new combat style with a number of different weapons given time and experience, it is also possible to learn new traits to use as part of your style. Picking up and using weapons you don't know is possible, and your skill with them depends on how similar that new weapon is to one of the weapons you already know how to use. You will take a penalty based on how close or far it is. There are a number of skills you use during combat - Endurance is tested to hold off fatigue if the fight goes on too long, it can also be tested in the event of a Serious or Major Wound, Brawn can be checked if an opponent tries to trip you, your Evade skill is tested if you are trying to disengage, Willpower is tested if a Compel Surrender demand is attempted and so on. [/QUOTE]
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