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Towards 5E - An Advanced Ruleset
Combat Advantage - An Alternative to Hit Points
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<blockquote data-quote="Ishmayl" data-source="post: 4503844" data-attributes="member: 4652"><p><strong>Combat Advantage - Examples</strong></p><p></p><p><strong>Some Kinda Example</strong></p><p></p><p>I need to come up with some kind of conflict resolution system, I guess, but it doesn't really matter. </p><p></p><p>I could easily use rock, paper, scissors for this, if I didn't want to use dice. I could deal everybody a hand of playing cards and use a "playing the highest card wins" mechanic, so players will have to save their high values for when it really counts. Who knows?</p><p></p><p></p><p></p><p>Alex won the roll. Since he already had a slight advantage, it got boosted up to a <u>major advantage</u>. </p><p></p><p>Bruce is about to win the next roll, though. Let's see what happens.</p><p></p><p></p><p></p><p>Bruce won the roll, and he didn't have the advantage already. So now he has a <u>major advantage</u> over Alex.</p><p></p><p>Note the the advantage didn't change magnitude, it just switched sides. The magnitude of the advantage (and hopefully, the intensity and exciting feel of the battle) can only increase as the scene goes on.</p><p></p><p>Note that this gives me problems if I ever want to think about something like a stalemate, in which both opponents would ever return to an evenly matched state. Oh well, guess I'll burn that bridge when I come to it!</p><p></p><p>Each time a "roll" (or whatever) is made, something happens. If the person with the advantage wins, the advantage widens. If the person without the advantage wins, they get the advantage. The way to win combat is to have an overwhelming advantage and win one more roll (think of it as widening your advantage to "victorious.") </p><p></p><p>Of course, if your opponent has an overwhelming advantage against you, and you win two rolls in a row, you've snatched victory from the jaws of defeat. That's how quickly the tables can turn.</p><p></p><p>I have encountered two issues thus far:</p><p></p><p>One definite problem is that I have no idea how this would work in a three-sided fight.</p><p></p><p>The second problem is that the system does not take into account issues like in Herreman's example of someone falling, or wounds being taken outside of combat.  Maybe the system could be added to be based on statuses instead of "points of advantage?"  That way, for battle, "Combat Advantages" would work, and at the end of battle, the victor decides his course of action.  In non-battle situations, people are always in a specific state of health, such as:</p><p></p><p>-Perfect Condition</p><p>-Mostly Healthy</p><p>-Stressed/Slightly Wounded</p><p>-Fatigued/Moderately Wounded</p><p>-Exhausted/Critically Wounded</p><p>-Burnt-Out/Close To Death</p><p>-Incapacitated/Prone/Dead</p><p></p><p>A fall from a heigh of 0 - 20 feet could move you down 3 positions on that chart, a fall of 20 - 40 feet could move you down 4 positions, a fall of over 40 feet could move you down 5 positions.  Meaning, if you're perfectly healthy, a fall of 50 feet would leave you "Close to Death."  This could be represented in the inability to move more than a few feet, and in a "Combat Advantage" state of "Overwhelmingly Disadvantaged" (one step from defeat), and in a non-combat situation, it means you need healing now.  Similarly, healing spells could move you up one category, and days of rest could as well.  If you fall that 50 feet, and are "Close to Death," but have a week's worth of rest, or a good healing spell, you can move up to Moderately Wounded.</p><p></p><p>You'll see I also put other non-wounded options in there to account for situations of tiredness and preparedness. </p><p></p><p>I don't know, thoughts?</p></blockquote><p></p>
[QUOTE="Ishmayl, post: 4503844, member: 4652"] [b]Combat Advantage - Examples[/b] [b]Some Kinda Example[/b] I need to come up with some kind of conflict resolution system, I guess, but it doesn't really matter. I could easily use rock, paper, scissors for this, if I didn't want to use dice. I could deal everybody a hand of playing cards and use a "playing the highest card wins" mechanic, so players will have to save their high values for when it really counts. Who knows? Alex won the roll. Since he already had a slight advantage, it got boosted up to a [u]major advantage[/u]. Bruce is about to win the next roll, though. Let's see what happens. Bruce won the roll, and he didn't have the advantage already. So now he has a [u]major advantage[/u] over Alex. Note the the advantage didn't change magnitude, it just switched sides. The magnitude of the advantage (and hopefully, the intensity and exciting feel of the battle) can only increase as the scene goes on. Note that this gives me problems if I ever want to think about something like a stalemate, in which both opponents would ever return to an evenly matched state. Oh well, guess I'll burn that bridge when I come to it! Each time a "roll" (or whatever) is made, something happens. If the person with the advantage wins, the advantage widens. If the person without the advantage wins, they get the advantage. The way to win combat is to have an overwhelming advantage and win one more roll (think of it as widening your advantage to "victorious.") Of course, if your opponent has an overwhelming advantage against you, and you win two rolls in a row, you've snatched victory from the jaws of defeat. That's how quickly the tables can turn. I have encountered two issues thus far: One definite problem is that I have no idea how this would work in a three-sided fight. The second problem is that the system does not take into account issues like in Herreman's example of someone falling, or wounds being taken outside of combat. Maybe the system could be added to be based on statuses instead of "points of advantage?" That way, for battle, "Combat Advantages" would work, and at the end of battle, the victor decides his course of action. In non-battle situations, people are always in a specific state of health, such as: -Perfect Condition -Mostly Healthy -Stressed/Slightly Wounded -Fatigued/Moderately Wounded -Exhausted/Critically Wounded -Burnt-Out/Close To Death -Incapacitated/Prone/Dead A fall from a heigh of 0 - 20 feet could move you down 3 positions on that chart, a fall of 20 - 40 feet could move you down 4 positions, a fall of over 40 feet could move you down 5 positions. Meaning, if you're perfectly healthy, a fall of 50 feet would leave you "Close to Death." This could be represented in the inability to move more than a few feet, and in a "Combat Advantage" state of "Overwhelmingly Disadvantaged" (one step from defeat), and in a non-combat situation, it means you need healing now. Similarly, healing spells could move you up one category, and days of rest could as well. If you fall that 50 feet, and are "Close to Death," but have a week's worth of rest, or a good healing spell, you can move up to Moderately Wounded. You'll see I also put other non-wounded options in there to account for situations of tiredness and preparedness. I don't know, thoughts? [/QUOTE]
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Towards 5E - An Advanced Ruleset
Combat Advantage - An Alternative to Hit Points
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