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Borderline Chaos, featuring the Chaos System
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<blockquote data-quote="Nth Dimension Games" data-source="post: 9890072" data-attributes="member: 7056791"><p>So let's get the ball rolling. This is a summary of some of my elements contained in my Chapter 0: Overview. I've left out the meta-lore and just stuck with the "universal" system.</p><p></p><p>The Chaos System uses these core components to handle combat and adventure obstacles. Most groups will want duplicates of some items since power scales off your base dice.</p><ul> <li data-xf-list-type="ul">Polyhedral Dice Set (d4, d6, d8, d10, d12, d20): Rolls resolve uncertain actions using standard notation (e.g., 1d6 or 2d6).</li> <li data-xf-list-type="ul">Hexagonal Game Board: Each hex = 5-foot space (corner to corner). Miniatures mark positions of PCs, NPCs, walls, and obstacles. Keep the board updated for clear positioning and decision-making. Hexlines (straight lines from hex centers) determine lines of sight, movement, and area effects (cones in 60° increments).</li> <li data-xf-list-type="ul">Character Miniatures: Visual aids for PCs and NPCs on the hex board (centered in a hex, or multiple for large creatures). Numbered to match cards. Face them toward the primary target for clarity (orientation is approximate).</li> <li data-xf-list-type="ul">Hero & NPC Cards: Central trackers showing current targets, active effects, stance (optional), and a numbering spot to link with miniatures. Status cards sit underneath the card.</li> <li data-xf-list-type="ul">Target Tokens: Represent limited attention in battle.<ul> <li data-xf-list-type="ul">Primary Target Token (one only): Focus for attacks, defenses, and area abilities. You can't defend against non-targeted foes.</li> <li data-xf-list-type="ul">Secondary Target Tokens (gain with levels): Allow defense against additional threats.</li> </ul></li> <li data-xf-list-type="ul">Stance Tokens (optional, double-sided): Aggressive (default, proactive) or Defensive (reactive). Placed on the Hero/NPC card.</li> </ul><p><strong>Combat Cards & Deck Building (This is necessary to manage the Combat system, trust me)</strong></p><p>Combat Cards form the heart of actions. Each includes:</p><ul> <li data-xf-list-type="ul">Name (customizable, e.g., "Melee Attack" -> "Cleave" or "Thrust")</li> <li data-xf-list-type="ul">Category (determines rules, color-coding, and compatible augments, red for basic attacks, green for movement)</li> <li data-xf-list-type="ul">Illustration (representative artwork, not literal)</li> <li data-xf-list-type="ul">Basic Information (short reminder of what it does; full rules in the book)</li> </ul><p>Cards are color-coded by category, with lighter shades for augmentations. A Combat Deck is built from these cards to fit your character's role (keep it focused to avoid slowdowns). Add/remove cards freely as long as the character can actually perform the action. Blank cards handle custom or rare actions.</p><p></p><p><strong>Combat Flow: The Stack</strong></p><p></p><p>During the Planning Phase (Everyone does this at the same time. Planning Phase ends when the Moderator has finished building their NPC's Stacks whether you're ready or not.), arrange selected cards into a Combat Stack.:</p><ul> <li data-xf-list-type="ul">Top card = Primary Action (most committed)</li> <li data-xf-list-type="ul">Next = Secondary Action (setup or backup)</li> </ul><p>In the Execution Phase in order of Action Speed (there's a lot of nuance here):</p><ul> <li data-xf-list-type="ul">Primary action resolves in Pass 1 (or hold for Pass 2).</li> <li data-xf-list-type="ul">Secondary (and any held primary) resolve in Pass 2.</li> </ul><p>Each Combat Round simulates approximately 2 seconds of time. This creates committed, tactical decisions that I hope feels like real combat pressure while allowing strategic timing.</p><p></p><p>Character Sheets tie everything together, defining available actions, special abilities, stats, and what cards belong in your deck.</p><p></p><p>Overall, the system emphasizes clear visuals (hex board + miniatures), limited attention (targets), and pre-planned action order for dynamic yet manageable battles. Perfect (that's the hope anyway) for groups who enjoy tactical depth without excessive bookkeeping!</p><p></p><p>I could keep going and make like 50 posts on elements of the game but I'd like to go slowly and get the community's thoughts/feelings before revealing more.</p></blockquote><p></p>
[QUOTE="Nth Dimension Games, post: 9890072, member: 7056791"] So let's get the ball rolling. This is a summary of some of my elements contained in my Chapter 0: Overview. I've left out the meta-lore and just stuck with the "universal" system. The Chaos System uses these core components to handle combat and adventure obstacles. Most groups will want duplicates of some items since power scales off your base dice. [LIST] [*]Polyhedral Dice Set (d4, d6, d8, d10, d12, d20): Rolls resolve uncertain actions using standard notation (e.g., 1d6 or 2d6). [*]Hexagonal Game Board: Each hex = 5-foot space (corner to corner). Miniatures mark positions of PCs, NPCs, walls, and obstacles. Keep the board updated for clear positioning and decision-making. Hexlines (straight lines from hex centers) determine lines of sight, movement, and area effects (cones in 60° increments). [*]Character Miniatures: Visual aids for PCs and NPCs on the hex board (centered in a hex, or multiple for large creatures). Numbered to match cards. Face them toward the primary target for clarity (orientation is approximate). [*]Hero & NPC Cards: Central trackers showing current targets, active effects, stance (optional), and a numbering spot to link with miniatures. Status cards sit underneath the card. [*]Target Tokens: Represent limited attention in battle. [LIST] [*]Primary Target Token (one only): Focus for attacks, defenses, and area abilities. You can't defend against non-targeted foes. [*]Secondary Target Tokens (gain with levels): Allow defense against additional threats. [/LIST] [*]Stance Tokens (optional, double-sided): Aggressive (default, proactive) or Defensive (reactive). Placed on the Hero/NPC card. [/LIST] [B]Combat Cards & Deck Building (This is necessary to manage the Combat system, trust me)[/B] Combat Cards form the heart of actions. Each includes: [LIST] [*]Name (customizable, e.g., "Melee Attack" -> "Cleave" or "Thrust") [*]Category (determines rules, color-coding, and compatible augments, red for basic attacks, green for movement) [*]Illustration (representative artwork, not literal) [*]Basic Information (short reminder of what it does; full rules in the book) [/LIST] Cards are color-coded by category, with lighter shades for augmentations. A Combat Deck is built from these cards to fit your character's role (keep it focused to avoid slowdowns). Add/remove cards freely as long as the character can actually perform the action. Blank cards handle custom or rare actions. [B]Combat Flow: The Stack[/B] During the Planning Phase (Everyone does this at the same time. Planning Phase ends when the Moderator has finished building their NPC's Stacks whether you're ready or not.), arrange selected cards into a Combat Stack.: [LIST] [*]Top card = Primary Action (most committed) [*]Next = Secondary Action (setup or backup) [/LIST] In the Execution Phase in order of Action Speed (there's a lot of nuance here): [LIST] [*]Primary action resolves in Pass 1 (or hold for Pass 2). [*]Secondary (and any held primary) resolve in Pass 2. [/LIST] Each Combat Round simulates approximately 2 seconds of time. This creates committed, tactical decisions that I hope feels like real combat pressure while allowing strategic timing. Character Sheets tie everything together, defining available actions, special abilities, stats, and what cards belong in your deck. Overall, the system emphasizes clear visuals (hex board + miniatures), limited attention (targets), and pre-planned action order for dynamic yet manageable battles. Perfect (that's the hope anyway) for groups who enjoy tactical depth without excessive bookkeeping! I could keep going and make like 50 posts on elements of the game but I'd like to go slowly and get the community's thoughts/feelings before revealing more. [/QUOTE]
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