TheSword
Legend
So WFRP 4e gets closer to this than 5e does…+thread because I don't have the energy to debate whether the following are good design goals or whatever. The thread assumes they are.
So, what I'm referring to is mechanically representing the back and forth chess game of dueling, whether it's European fencing, Tai Chi, Aikido, Eskrima, kickboxing, whatever. They all have similar elements, which are:
Strong vs soft attacks, quick attacks vs ones that require making a good opening, multiple avenues of skillful defense from dodging to blocking to deflection (parrying), counter-moves, feints, anticipation of opponent moves, importance of footwork and positioning and stance, muscle memory training to free your brain to play chess while your body fights, a certain degree of momentum and setting up the next move to set up the move after that, and probably some elements I'm blanking on.
Now, mechanically representing those things is not something DnD has ever been remotely good at without loading down characters with 100 distinct powers that either are at-will but aren't very strong (unless they're broken), or limited by an arbitrary limiter such as 1/encounter or 1/day per power, or X/day and you can spam the same one all you want with those uses.
Some mechanics I'm looking for
- Active defense as the default.You cannot defend yourself passively, and normal defense is not hand waved as a passive mechanic
- Ability to party and even counter-parry, and riposte
- Different styles matter.
- You don’t use a later French sword for a Spanish Destreza style, you use a longer blade
- Different styles, stances, signature moves, make a difference, and there are trade offs for mastery vs versatility as one style may be better in rough terrain or against a larger opponent
- Different attacks are different. You don’t defend the same against a strong high attack vs a low quick attack, and you use the same in different situations.
- Momentum matters. When you are on the back foot you need to do soemthing to change that and then try to reverse it.
- An action to regain the initiative/position/whatever should be distinct, and also not a death spiral enabler
- It’s still a game. The players shouldn’t need to know who Agrippa is to become a master diestro and utilize his ideas. The mechanics shouldn’t rely on fighting knowledge, but should teach what the players need to know, and use game mechanics to model physical actions, panache, trickery, intimidation, etc.
So…am I gonna have to build this from scratch or does anyone know a game that hits at least a solid plurality of these points and plays well?
- Attackers make an attack roll and it is opposed by a defender’s roll. The difference determines the effectiveness of the attack. Both are checks against skill with the particular weapon they are using.
- The defender can choose multiple skills to defend with apart from their weapon. Including dodge, or even perform/charm etc in appropriate circumstances.
- It is possible for the defender to retaliate with a damaging attack (critical) on a lucky roll just like a riposte.
- Advantage is a mechanic that builds up with success and can be used to improve attacks (or spent jn the group advantage rules to get extra attacks or bonuses to combat/special tricks). It represents momentum in combat and talents like Feint, Reversal and Beat Blade can affect the momentum.
- Weapons have different lengths so a person wielding a rapier has the edge over someone wielding a dagger. But it’s possible for the dagger wielder to get into the rapier wielder’s reach so they can’t fight as effectively. It’s called in-fighting.
- Different weapons have many different special effects. For instance an axe can hack, which damages a shield or armour on a hit but is less effective at defending. A rapier is fast which gives a small benefit to attacking and allows the wielder to attack at any stage of the initiative order. A character can developed multiple fighting skills or focus on just one.
Anyway just my thoughts. Its not the only combat system but it’s the one that most seems to encapsulate what you’re talking about. Particularly the momentum!
There is even a duelist career!