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Designing Space Battle in RPG
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<blockquote data-quote="Laurefindel" data-source="post: 7958342" data-attributes="member: 67296"><p>Thanks for all the replies everyone, they have been - and still are - very helpful.</p><p></p><p>I think I managed to make something to playtest with. The game I'm making uses the mechanics from Cubicle 7's The One Ring. I guess I should have noted that in the OP but on the other hand, I appreciate the comments outside the context the rules.</p><p></p><p>[SPOILER="TOR in a nutshell..."]Combat is more narrative and abstract than many games. It's an asymmetrical system revolving around the selection of combat stance on each round, determining how easy it is for others to hit you and for you to attack others. In lieu of an attack, each stance offers different choices of combat tasks (rally allies, intimidate foes, etc).</p><p></p><p>Weapons deal basic damage and can cause an injury on a "critical hit", killing an enemy in 1 hit (PCs and strong/important villains need 2 injuries to do down), with armor acting as a saving throw against such critical hits. Depending on your roll, weapons can deal more damage or use a special ability (disarm, bash shield, etc)</p><p></p><p>Characters have hope points they can spend to trigger special abilities or gain bonuses on a failed check, otherwise it's a skill-based system with several conditions and health levels. Combat sounds simple at first but can be surprisingly strategic.[/SPOILER]</p><p></p><p>My version copies TOR in a sci-fi setting. This changes a few options and definitions of things (like how the "close-combat/ranged" stances become "engaged/disengaged" stances) but in essence the system remains unchanged.</p><p></p><p>I tried to align space battles with the ground combat rules as much as possible without losing the spirit of space combat. Players play their part of the ship like they play their character in combat by selecting a battlestation between Helm, Comms, Engineering, and Tactical. Main Gun and Fighter Squadron are other possible battlestations for players to choose. This way, space combat meshes seamlessly with characters doing ground combat on the ship (repelling boarders and whatnot).</p><p></p><ul> <li data-xf-list-type="ul">The Helm moves the ship and chooses the ship's combat stance, determining which tasks will be available to other battlesatitons this round. Keeps track of thrusters' "hit points", "health", and conditions.</li> <li data-xf-list-type="ul">Comms "sees" enemies, allowing others to target them. Keeps track of sensors' "hit points", "health", and conditions.</li> <li data-xf-list-type="ul">Engineering distributes energy to others, essentially giving them weapons. Keeps track of engineering's "hit points", "health", and conditions.</li> <li data-xf-list-type="ul">Tactical assigns engagement and keeps track of weapon array's "hit points", "health", and conditions.</li> </ul><p></p><p>Each battlestation can be hit, wounded, and healed individually, and all make an attack or take a combat task individually. Battlestation can be "killed" or "knocked out" individually, each with a different impact on the ship.</p><p></p><p>There are rules for "empty" battlestations and characters changing battlestation, but first I want to focus on that phase of playtest.</p><p></p><p>I'll post results when I get some playtest done. Steady as she goes!</p></blockquote><p></p>
[QUOTE="Laurefindel, post: 7958342, member: 67296"] Thanks for all the replies everyone, they have been - and still are - very helpful. I think I managed to make something to playtest with. The game I'm making uses the mechanics from Cubicle 7's The One Ring. I guess I should have noted that in the OP but on the other hand, I appreciate the comments outside the context the rules. [SPOILER="TOR in a nutshell..."]Combat is more narrative and abstract than many games. It's an asymmetrical system revolving around the selection of combat stance on each round, determining how easy it is for others to hit you and for you to attack others. In lieu of an attack, each stance offers different choices of combat tasks (rally allies, intimidate foes, etc). Weapons deal basic damage and can cause an injury on a "critical hit", killing an enemy in 1 hit (PCs and strong/important villains need 2 injuries to do down), with armor acting as a saving throw against such critical hits. Depending on your roll, weapons can deal more damage or use a special ability (disarm, bash shield, etc) Characters have hope points they can spend to trigger special abilities or gain bonuses on a failed check, otherwise it's a skill-based system with several conditions and health levels. Combat sounds simple at first but can be surprisingly strategic.[/SPOILER] My version copies TOR in a sci-fi setting. This changes a few options and definitions of things (like how the "close-combat/ranged" stances become "engaged/disengaged" stances) but in essence the system remains unchanged. I tried to align space battles with the ground combat rules as much as possible without losing the spirit of space combat. Players play their part of the ship like they play their character in combat by selecting a battlestation between Helm, Comms, Engineering, and Tactical. Main Gun and Fighter Squadron are other possible battlestations for players to choose. This way, space combat meshes seamlessly with characters doing ground combat on the ship (repelling boarders and whatnot). [LIST] [*]The Helm moves the ship and chooses the ship's combat stance, determining which tasks will be available to other battlesatitons this round. Keeps track of thrusters' "hit points", "health", and conditions. [*]Comms "sees" enemies, allowing others to target them. Keeps track of sensors' "hit points", "health", and conditions. [*]Engineering distributes energy to others, essentially giving them weapons. Keeps track of engineering's "hit points", "health", and conditions. [*]Tactical assigns engagement and keeps track of weapon array's "hit points", "health", and conditions. [/LIST] Each battlestation can be hit, wounded, and healed individually, and all make an attack or take a combat task individually. Battlestation can be "killed" or "knocked out" individually, each with a different impact on the ship. There are rules for "empty" battlestations and characters changing battlestation, but first I want to focus on that phase of playtest. I'll post results when I get some playtest done. Steady as she goes! [/QUOTE]
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