Game Design 110: Combat

When you’re designing a game, you’re mostly dealing with rules. Combat is one of the most rules-heavy elements of any game system. I always like to say that this is because it’s one of the most highly contested aspects of the game. While some players might be okay with the GM making up some NPC reactions, or fudging a skill check; those same players will cry bloody murder if you try to...

When you’re designing a game, you’re mostly dealing with rules. Combat is one of the most rules-heavy elements of any game system. I always like to say that this is because it’s one of the most highly contested aspects of the game. While some players might be okay with the GM making up some NPC reactions, or fudging a skill check; those same players will cry bloody murder if you try to arbitrarily have them killed off or defeated in combat with no rolls. When bodily harm is coming the way of the PCs, it’s best to let them roll to defend themselves.

Because combat always involves the threat of serious bodily injury, you will need very specific rules for it. Not only very specific rules, but enough rules to cover most eventualities. This also comes with the threat of overburdening the game with rules on combat. Because it’s so easy to get very specific with combat rules, it’s also very easy to put far too many rules in for combat. Usually, a well-meaning game designer will feel the compulsion to include rules to cover every eventuality in combat. There will be specific die rolls for rushes, disarms, retreats, charges, and mounted combat. This isn’t a bad thing if it isn’t taken too far. It’s nice to have some rules on naval combat and fighting underwater. If the rules start to get in the way of role-playing, you may have taken a good thing too far.

So, what rules should be covered? What’s the best way to cover them? What rules can you safely ignore? I like to start with some basic ideas. What does the combat system in this game need to achieve? Will there be massive battles with many miniatures or only man-to-man combat? How important will ranged combat and explosives be? How much of a focus does the game system have on combat itself? Do I want to gloss it over or glorify it? Secondly, I like to build a framework to achieve the goals I set out in the ideas stage. If I want a game which is light on combat, I have to build a framework which will take care of combat fast. I’ve always figured it’s best to be thorough where combat is concerned. Players like to know where they stand when it comes time to figure out how many bad guys they can crush. I like thorough rules, but I don’t like to get too fancy or complicated with them. My theory is that if you have a good combat framework, people can do whatever they want with it. I’d rather keep it simple and let people improvise. Using vague things such as damage and hit points, people can make up any fancy wounds and maneuvers they want.

Thirdly, I like to consider the main questions the GM and players will be asking about combat. How much of a beating can my character take? What happens when he’s dying or unconscious? How do I heal or get better? Can I attack the guy, and how? How far can my bow or laser gun shoot? If I’m hiding behind a concrete wall, does that help? I like to keep the answers to these questions brief and to the point. Some of them I might even ignore or cover with another rule. For example, you could cover a lot of fancy situations with a +2/-2 attack advantage or disadvantage rule. I also like to build a system with a heroic emphasis. Ideally, people should feel like they can attempt anything. This could be climbing the tallest mountain, crafting the greatest magic item, or attempting to ride a giant or set fire to a massive enemy. Paradoxically, if you cover too many tricks in combat it might actually discourage players from using those tricks. If your game has a very thorough approach to combat rules, it’s likely that certain maneuvers would only make sense if you stacked modifiers and scores to your advantage to use them. It’s likely you’ll end up with a system where only one kind of character build will use disarms and everyone else will ignore them because they don’t want to be statistically inferior. If you leave disarming more to the imagination, it could potentially open up the tactic to all players at all times. This strategy isn’t infallible. Often, players will ignore all tactics and opt for simple attack rolls. They know where they stand when playing within the rules, but using fancy tactics can be risky. To get them to take this risk you can give them experience point awards for thinking creatively, and make such fancy tactics effective.

When considering combat, it’s always good to keep an eye on your monster creation as well. The combat rules of your game will have a massive impact on the monsters you design for your system and how easy they will be for creative GMs to design for themselves. If you keep the combat rules fairly straightforward, it’ll be incredibly easy for most GMs to create new monsters and opponents for their PCs.

For health, I like to use the traditional hit points. They’re vague, they don’t make much sense, and they work. I know some people much prefer wounds, fast recovery hit points, and slow recovery hit points. Those systems would probably work great as well. As long as it’s straightforward, I like it. One thing I like to say about hit points is, the less the better. Essentially, it’s good to remove high numbers and replace them with low numbers. This is the same principal applied in good writing. Less words are better if they mean the same thing. If you have the option of giving all your creatures hundreds of hit points, tens of hit points, or single hit points; I’d almost always go with single hit points. The only reason I can think of to increase hit points is if it is demanded by another element of the game. For example, if the average weapon in your game does 1d8, monsters with 1-3 hit points aren’t likely to have much of a chance. Consequently, all monsters will need more hit points. 1-4 hit points becomes like 1 hit point and you can work your way up from there. That said, once you set your minimum hit points, I like to include some creatures with a surplus of hit points. This will make them difficult for the players to take down and allow the opportunity for role-playing, tactics, and using brains instead of simple sword blows. If you already exaggerated all creature hit points for no reason, and then you add in ‘more’ hit points to a creature you can end up with something incredibly tedious unless the players can deal equally outrageous damage. In that case, now you have way more numbers and dice rolls than you need for no reason other than the love of big numbers.

I like to keep the range of armor values fairly low. This is because I like to flatten out the curve of attack ranges over levels. It’s always fun to improve your character, but if the escalation of attack reaches too far you can end up with some really messed up numbers in your game. If you use armor as a reduction to damage, the same reasoning applies. Keeping the numbers low makes them reasonable. If armor can absorb too much damage you run the risk of some characters being completely immune to some attacks which can end up being totally ridiculous. It’s the same kind of thing which happens when you end up with a hundred swordsmen with +1 attack trying to hit a guy with armor 30 while rolling only a d10 for attack. Less isn’t always better. Reducing your attack bonus and armor ranges too much can result in nothing cool to achieve at high levels which will really annoy your players. Just don’t arbitrarily create armor and attack values which shoot to the sky for no reason without thinking about it.

When considering ranged or melee weapons, I like to figure out what advantages people will get for cover, ganging up, flanking, charging, and the like. I also like to give melee combat the advantage in most medieval systems I design. This isn’t based in any part on reality, it’s a game design consideration. In almost all circumstances, it’s more advantageous to be able to attack at range than in melee. Making melee weapons marginally stronger creates more of a balance between the two. I also really like swords.

One thing I’ve enjoyed doing is creating a simple combat framework and then filling it in with all kinds of crazy stuff from the character builds. This way, I don’t have much trouble worrying about basic monster and character attacks and battles, but I can still creatively design whatever cool powers I want to and add them into the framework without wrecking anything. The challenge here is balancing the characters. If each character in your game can seriously change the way combat is run, it’s very tricky to balance character power ratios. One trick I like to refer to is what I like to call the Monopoly/Risk TM strategy. Both these games—and many others—start all the players out on equal grounds. The games are inherently balanced because all the players have access to the same things. RPGs will never be quite like that, but if you allow all the players access to all the character builds, and try to balance all the character builds, you’re one step ahead of the game.

 

log in or register to remove this ad

Radiating Gnome

Adventurer
I think there are big psychological differences that enter into a game system with the basic dice mechanics. A game with a flat, predictable probability curve feels very different from one with a more dynamic mechanic. Dice pool games add an element of resource management that either doesn't exist or is added in other ways in other systems.
 

GMMichael

Guide of Modos
Thanks for the design considerations, ChallengerRPG. I'm going to apply them to the system I'm working on:

Threat of bodily injury: if a character's death is at stake, I think it's a good time for players to chime in loudly. I've introduced the Mostly Dead condition, providing a little more hope to the player than straight-up-Dead.

More or less rules: my system if definitely on the Less side. My Combat System (MCS) uses three more rules than normal gameplay: initiative, actions, and battle space. However, the rules are intentionally modular, so highly complex combat rules can be added.

Monster creation: follows the exact same rules as character creation. That sounds consistent enough...

Hit Points: each ability score in MCS acts as hit points. Some are harder to hit than others. They go up pretty slowly (1-4 points per level), making it a pretty low hit point game.

Armor: two ways to avoid damage: dodge ("parry") and absorb ("protection"). Similar to Dark Heresy, you have to use an action to dodge. If you've used all your actions, all you can do is absorb damage with armor. Interestingly, no amount of damage absorbing prevents all damage; if you're hit, you must take at least one point of damage per damage die.

Ranged or melee: ranged only does less damage because you have to stop and reload in MCS. Under core rules, melee fighters can hit everyone, but enemies in a defensive posture only take half melee damage.

Crazy character builds: all characters have access to the same stuff. However, streamlined rules in MCS mean that not Everything can be included in the core rules; you have to dream up a lot of your own stuff. Like breath weapons or the Dragoon Jump - not in the rules, but easily supported by them.

http://www.obsidianportal.com/campaign/p-p-rpg/wikis/main-page

Well Teach, how am I doing?
 

Bagpuss

Legend
Monster creation: follows the exact same rules as character creation. That sounds consistent enough.

I've yet to see a system where I like that as a GM. Characters are run by one person and that's all they are responsible for, also it is all they have to play so their complexity is desired to give them more options, more interest and more ways to advance. The player only has that one character to develop so can spend a decent amount of time making it and advancing it.

You have all the opposite needs for a GM character or monster. They are rarely faced alone so often the GM is running several characters at once. They frequently only appear a few times so don't have enough screen time to use more than one or two options. The GM has to develop several monsters or NPCs, plus and adventure to write, so doesn't have anywhere near the amount of time to dedicate to creating NPCs. So I find they need to be simple to understand, with usually one or two clear and simple options to use.

These two design requirements are in direct conflict and as a GM I can't think of any system where having the same creation rules for monsters/NPCs and player characters worked out well, unless it was a very, very simple system, and then my players usually missed having the character flexibity and different options of a more complex system.
 
Last edited by a moderator:

steenan

Adventurer
When designing combat rules, it's good to ask yourself "Why am I doing it this way? How does it help achieve my goals?". That's because it is the part of the system most plagued by unnecessary and unreasonable assumptions. You don't have to do something just because it's done this way in other games.

The most common assumptions are:

Combat needs its own subsystem
If the game has a strong focus on combat, then it definitely needs a combat subsystem. If it hasn't, there is no need to add this kind of rules. You can roll to resolve combat exactly like you roll to resolve sneaking or running. By giving combat a lot of rules and a lot of space on character sheet you tell the players "My game is mainly about combat". It's not a bad thing - but make sure that it's really what you mean.

Combat ends in death
It only does if you make it this way. Combat is typically more fun when it's not survival that's at stake, but something else that PCs care about. The rules may give an option of safely running away, or just state that defeated characters are knocked out/wounded/looted/taken prisoners, but never killed. There may be a "death flag" that allows players to risk their characters' lives if they want it. But, unless you want the lethality to be a part of fun ("You better bring three or four characters for this session, it will be bloody"), you probably shouldn't make the combat deadly by default.

Death spirals are inherently bad
They are, if the combats are frequent, deadly and give no easy way out. On the other hand, they are perfect if you want to tell the players "You see it's not going well. Are you sure you want to risk more injuries, or maybe it's time to back off?".
Also, the more predictable the combat is, the more painful the spiral. If luck doesn't matter and you're already losing, you'll only do worse when injured; but if you can hope for a smile of fate, it makes sense to continue fighting, even with penalties.

Combat has to be tactical
It probably should if you want to make it a major part of your game. But combat can be just less important, or important in a different way. It may be focused on non-tactical decisions - things like prioritizing your safety compared to other goals, or choosing between honorable and underhanded actions, or something like that.
Nobody wants to spend an hour just rolling dice. If you make combat longer than one or two rolls, it's because you leave space for player input. But the input does not need to be about tactics.

Injuries must be abstracted
It's really strange to me that many games use long lists of detailed combat maneuvers, weapon and armor types and so on, but simplify injury to a single number. There's no need to go to the other extreme, with hit locations, realistic effects of pain and blood loss etc. Using even a very simple system that gives specific injuries fictional and mechanical significance (like consequences in Fate games) goes a long way towards changing how the game feels.
Like in the previous points, there is nothing wrong with hit points. They may be exactly what your game needs. But maybe they are not - and you need to think about it for a while.
 

Dethklok

First Post
Hey Challenger (or anybody else),

Do you believe it's better to handle armor through damage reduction, or greater difficulty to hit?
 

Bagpuss

Legend
Both have advantages an disadvantages. So long as you accept it is difficulty to wound, not difficulty to hit, in the second instance.
 

GMMichael

Guide of Modos
[MENTION=3987]Bagpuss[/MENTION]: in my case, it's a very, very simple system. (But you're right, I got really annoyed making monsters (even starting with pre-made monsters) in D&D 3.5.) My players still have character flexibility, but most things aren't in writing, so they'll need imagination and GM approval to create what they want.
[MENTION=23240]steenan[/MENTION]: "Combat ends in death." This can come from only two places: video games, and Rambo movies. Otherwise, much more common is combat ending in retreat, or not beginning in the first place. (MCS does have a "flee" option. And characters become "mostly dead," not dead-dead.)

"Injuries must be abstracted." Necessary? No. But it's a whole lot easier to say someone's dead after 12 hit points, instead of a broken wrist, fractured tibia, slight concussion, nausea, and facial lacerations (or some combination thereof).
[MENTION=6746469]Dethklok[/MENTION]: your question depends heavily on what hit points represent. The D&D standard is basically wounds and stamina, by the book. But that's not how they act in play. Reason: enemies can attack you 10 times or more in one round, and if they all fail, you don't lose a speck of stamina (hit points). Furthermore, if you get "damaged" by a morningstar (piercing and bludgeoning damage) three times, which does a 3.5E average of 4.5 damage per hit, you could take enough damage to destroy three or four first level wizards, yet still be able to act as if you haven't even been rudely insulted (let alone damaged).

So to answer your question - armor should reduce your INJURY points, but only if it's slashing or piercing damage. You should pretty much lose STAMINA points anytime you dodge, swing, or get bludgeoned. If you dodge an attack, you should avoid all INJURY points, but still take some STAMINA damage. Or failing that, it should behave like this:
http://www.obsidianportal.com/campaign/p-p-rpg/wikis/damage
 

Dethklok

First Post
your question depends heavily on what hit points represent.
Of course.

The D&D standard is basically wounds and stamina, by the book.
Which book? My sense from playing the older versions of D&D is that hit points represented a person's luck, divine favor, and ability to dodge; an indefinable measure of his elan. Ultimately D&D hit points represent a character's ability to withstand being attacked, but not necessarily to withstand being struck or damaged. This makes even more sense when considering that (again, in the versions of D&D I'm familiar with) there was no penalty for fighting with reduced HP.
 

GMMichael

Guide of Modos
Whoops. 3.5 trimmed it down a bit. I must have been thinking of earlier versions, because 3.5 hit points are how much "damage" your character can take before dying. So, maybe D&D hit points have been getting slimmer and trimmer over the years.

MCS's hit points are divided by ability score. And counted by ability score. Since Physical is the only ability score affected by weapons and exertion in MCS, it's the closest to D&D-combat-damage. But I'd like to add a rules module that includes Strength, Dexterity, and Constitution, so that injuries reduce your Strength and Dexterity hit points, and dodging blows or getting shoved around reduces your Constitution hit points.
 

Remove ads

Remove ads

Top