Help Me Remember RPG Combat System


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Not what you are looking for, but a Dragon Mag once had a Duel format where each character had a grid on which the players secretly identified an offensive and an defensive manuever. Then both grids were revealed and the normal combat actions had penalties/bonuses based on the combinations of moves...

I think it was a 3x3 tile... anyone have that article? :)
 




Simon Collins said:
What's a scripted combat system? Is there a downloadable pdf of Burning Wheel or even just the combat system? I couldn't find one.

I'm pretty sure there is one.

At the beginning of every "round", players write down their action on a small piece of paper. Than they are resolved.
 

skeptic said:
I'm pretty sure there is one.

At the beginning of every "round", players write down their action on a small piece of paper. Than they are resolved.

The Burning Wheel download page doesn't seem to have an example, per se. They do have a reasonable number of downloads for the combat system that might give you an idea, though. I imagine the demos might give tips for demoing the system that will give you an idea as well.
 

It may be Burning Wheel that you're thinking of, though this kind of combat really originated in a bulletin board-based combat game known as Duel of Swords. The game runs on matrices where moves are cross-referenced against one another to provide specific results.

[Edit: Here are links to the matrices for the various Duel game.]
 
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Mayfair Games also had a combat expansion system for 1e/2e D&D that used an insane number of different combat moves, distributed among several different difficulty and training levels as well as monster-specific ones. Blood and Steel.
 

What's interesting to me is how much this reminds me of non-RPG games.

Dungeonquest was a Games Workshop board game ala Talisman (with much better, and much faster, gameplay than Talisman, IMO). The combat system had you choose maneuvers with a rock/paper/scissors mechanic. The hook was that one maneuver did 2 damage instead of 1 when successful which led to a lot of second guessing.

Swashbuckler by Yaquinto had a combat system where each player choose the actions for their turn simultaneously. You revealed them at the same time, and could end up passing by your opponent and other oddities.
 

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