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Game Design 110: Combat
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<blockquote data-quote="GMMichael" data-source="post: 7651062" data-attributes="member: 6685730"><p>Thanks for the design considerations, ChallengerRPG. I'm going to apply them to the system I'm working on:</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Monster creation: follows the exact same rules as character creation. That sounds consistent enough...</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p><a href="http://www.obsidianportal.com/campaign/p-p-rpg/wikis/main-page" target="_blank">http://www.obsidianportal.com/campaign/p-p-rpg/wikis/main-page</a></p><p></p><p>Well Teach, how am I doing?</p></blockquote><p></p>
[QUOTE="GMMichael, post: 7651062, member: 6685730"] 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. [URL]http://www.obsidianportal.com/campaign/p-p-rpg/wikis/main-page[/URL] Well Teach, how am I doing? [/QUOTE]
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