Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Modos RPG Playtest 1: the One True System
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Dethklok" data-source="post: 6252197" data-attributes="member: 6746469"><p><span style="font-size: 12px"><span style="color: #222222"><span style="font-family: 'Times'">So I finished the combat system. While it does work, and things seem to tie together, it doesn't really reflect the way combat actually happens. Overall it's an abstract system, like most of what you're using, and for your purposes I think it's pretty close to what you want.</span></span></span></p><p><span style="font-size: 12px"><span style="color: #222222"><span style="font-family: 'Times'"></span></span></span></p><p><span style="font-size: 12px"><span style="color: #222222"><span style="font-family: 'Times'">From this standpoint, your system is good as it is. The "three action" system I think is a particularly clever way of punishing characters for trying to fight multiple opponents at once, and while the postures seemed redundant with this at first, I get the impression that you're trying to make a system that runs without miniatures, and this offensive/defensive posture does a lot to establish positioning without the need for them.</span></span></span></p><p><span style="font-size: 12px"><span style="color: #222222"><span style="font-family: 'Times'"></span></span></span></p><p><span style="font-size: 12px"><span style="color: #222222"><span style="font-family: 'Times'">One change suggests itself: eliminate the protection die roll. There's really no need even for initiative rolls or damage rolls. But while I could see there being some reason a person might want to roll initiative and damage all the time, the protection roll doesn't give you anything other than complexity for its own sake. Now, some games might want protection to be variable if armor covers part of the body (as when someone wears only a helmet and toga), but Modos doesn't do this. Protection in Modos is a passive effect, and giving such an effect a die roll does nothing other than slow your game down. </span></span></span></p><p><span style="font-size: 12px"><span style="color: #222222"><span style="font-family: 'Times'"></span></span></span></p><p><span style="font-size: 12px"><span style="color: #222222"><span style="font-family: 'Times'">Now, all that said, since I do know you're becoming interested in realistic combat, I'll give you some further suggestions you can think about. I should note that I don't use any of this, and I don't mean to suggest they be used as much as give a sense of some mechanics that would make the system look more plausible.</span></span></span></p><p><span style="font-size: 12px"><span style="color: #222222"><span style="font-family: 'Times'"></span></span></span></p><p><span style="font-size: 12px"><span style="color: #222222"><span style="font-family: 'Times'">_________________</span></span></span></p><p><span style="font-size: 12px"><span style="color: #222222"><span style="font-family: 'Times'"></span></span></span></p><p><span style="font-size: 12px"><span style="color: #222222"><span style="font-family: 'Times'"><strong>1. Initiative</strong></span></span></span></p><p><span style="font-size: 12px"><span style="color: #222222"><span style="font-family: 'Times'"></span></span></span></p><p><span style="font-size: 12px"><span style="color: #222222"><span style="font-family: 'Times'">It's very easy to determine initiative realistically with a list that looks like this:</span></span></span></p><p><span style="font-size: 12px"><span style="color: #222222"><span style="font-family: 'Times'"></span></span></span></p><p><span style="font-size: 12px"><span style="color: #222222"><span style="font-family: 'Times'">0. Spells are declared.</span></span></span></p><p><span style="font-size: 12px"><span style="color: #222222"><span style="font-family: 'Times'">1. Readied missiles fire. (<em>e.g.</em> I aim my crossbow at the door and wait to fire.)</span></span></span></p><p><span style="font-size: 12px"><span style="color: #222222"><span style="font-family: 'Times'">2. Range appropriate melee (spears from far away, shortswords from in close).</span></span></span></p><p><span style="font-size: 12px"><span style="color: #222222"><span style="font-family: 'Times'">3. Range inappropriate melee and spontaneous missiles.</span></span></span></p><p><span style="font-size: 12px"><span style="color: #222222"><span style="font-family: 'Times'">4. Spells are cast.</span></span></span></p><p><span style="font-size: 12px"><span style="color: #222222"><span style="font-family: 'Times'"></span></span></span></p><p><span style="font-size: 12px"><span style="color: #222222"><span style="font-family: 'Times'"></span></span></span></p><p><span style="font-size: 12px"><span style="color: #222222"><span style="font-family: 'Times'"><strong>2. Attack and Parry bonuses</strong></span></span></span></p><p><span style="font-size: 12px"><span style="color: #222222"><span style="font-family: 'Times'"></span></span></span></p><p><span style="font-size: 12px"><span style="color: #222222"><span style="font-family: 'Times'">Weapons don't need to vary in terms of damage. They should, however, vary in terms of their usefulness on attack and defense. Some quick examples of plausible attack and defense bonuses:</span></span></span></p><p><span style="font-size: 12px"><span style="color: #222222"><span style="font-family: 'Times'"></span></span></span></p><p><span style="font-size: 12px"><span style="color: #222222"><span style="font-family: 'Times'">Sword: +2/+2</span></span></span></p><p><span style="font-size: 12px"><span style="color: #222222"><span style="font-family: 'Times'">Ax: +2/0</span></span></span></p><p><span style="font-size: 12px"><span style="color: #222222"><span style="font-family: 'Times'">Spear (1h): 0/-2</span></span></span></p><p><span style="font-size: 12px"><span style="color: #222222"><span style="font-family: 'Times'">Quarterstaff: 0/+2</span></span></span></p><p><span style="font-size: 12px"><span style="color: #222222"><span style="font-family: 'Times'">Dagger: -2/-2</span></span></span></p><p><span style="font-size: 12px"><span style="color: #222222"><span style="font-family: 'Times'">Shield: ---/+5</span></span></span></p><p><span style="font-size: 12px"><span style="color: #222222"><span style="font-family: 'Times'"></span></span></span></p><p><span style="font-size: 12px"><span style="color: #222222"><span style="font-family: 'Times'"></span></span></span></p><p><span style="font-size: 12px"><span style="color: #222222"><span style="font-family: 'Times'"><strong>3. Formations</strong></span></span></span></p><p><span style="font-size: 12px"><span style="color: #222222"><span style="font-family: 'Times'"></span></span></span></p><p><span style="font-size: 12px"><span style="color: #222222"><span style="font-family: 'Times'">Disciplined warriors fighting in formation should all have +2 to defense rolls for each ally on either side. Only warriors in the same posture may be part of a formation. When someone is struck, he or she is knocked out of the formation and his or her allies lose one of their +2 bonuses until that character returns to the formation or the others close next turn. (Note that this makes morale a huge factor; if even one person runs, he or she will break formation and weaken the line.)</span></span></span></p><p><span style="font-size: 12px"><span style="color: #222222"><span style="font-family: 'Times'"></span></span></span></p><p><span style="font-size: 12px"><span style="color: #222222"><span style="font-family: 'Times'">Maintaining a formation should not be easy, and some sort of soldiering or discipline roll may be required for a group to form. Having a leader using a Metaphysical oration or leadership skill would help. </span></span></span></p><p><span style="font-size: 12px"><span style="color: #222222"><span style="font-family: 'Times'"></span></span></span></p><p><span style="font-size: 12px"><span style="color: #222222"><span style="font-family: 'Times'"></span></span></span></p><p><span style="font-size: 12px"><span style="color: #222222"><span style="font-family: 'Times'">_____________</span></span></span></p><p><span style="font-size: 12px"><span style="color: #222222"><span style="font-family: 'Times'"></span></span></span></p><p><span style="font-size: 12px"><span style="color: #222222"><span style="font-family: 'Times'"></span></span></span></p><p><span style="font-size: 12px"><span style="color: #222222"><span style="font-family: 'Times'">So that's it, DMMike! I've focussed mainly on criticism in these reviews, but Modos isn't a bad game. Clearly there's a great deal of thought and care put into it. And there is probably a niche for it as well; I know someone who treats roleplaying games as a buffet from which to build his own game, and Modos would allow anyone like him to do that.</span></span></span></p><p><span style="font-size: 12px"><span style="color: #222222"><span style="font-family: 'Times'"></span></span></span></p><p><span style="font-size: 12px"><span style="color: #222222"><span style="font-family: 'Times'">Good luck.</span></span></span></p></blockquote><p></p>
[QUOTE="Dethklok, post: 6252197, member: 6746469"] [SIZE=3][COLOR=#222222][FONT=Times]So I finished the combat system. While it does work, and things seem to tie together, it doesn't really reflect the way combat actually happens. Overall it's an abstract system, like most of what you're using, and for your purposes I think it's pretty close to what you want. From this standpoint, your system is good as it is. The "three action" system I think is a particularly clever way of punishing characters for trying to fight multiple opponents at once, and while the postures seemed redundant with this at first, I get the impression that you're trying to make a system that runs without miniatures, and this offensive/defensive posture does a lot to establish positioning without the need for them. One change suggests itself: eliminate the protection die roll. There's really no need even for initiative rolls or damage rolls. But while I could see there being some reason a person might want to roll initiative and damage all the time, the protection roll doesn't give you anything other than complexity for its own sake. Now, some games might want protection to be variable if armor covers part of the body (as when someone wears only a helmet and toga), but Modos doesn't do this. Protection in Modos is a passive effect, and giving such an effect a die roll does nothing other than slow your game down. Now, all that said, since I do know you're becoming interested in realistic combat, I'll give you some further suggestions you can think about. I should note that I don't use any of this, and I don't mean to suggest they be used as much as give a sense of some mechanics that would make the system look more plausible. _________________ [B]1. Initiative[/B] It's very easy to determine initiative realistically with a list that looks like this: 0. Spells are declared. 1. Readied missiles fire. ([I]e.g.[/I] I aim my crossbow at the door and wait to fire.) 2. Range appropriate melee (spears from far away, shortswords from in close). 3. Range inappropriate melee and spontaneous missiles. 4. Spells are cast. [B]2. Attack and Parry bonuses[/B] Weapons don't need to vary in terms of damage. They should, however, vary in terms of their usefulness on attack and defense. Some quick examples of plausible attack and defense bonuses: Sword: +2/+2 Ax: +2/0 Spear (1h): 0/-2 Quarterstaff: 0/+2 Dagger: -2/-2 Shield: ---/+5 [B]3. Formations[/B] Disciplined warriors fighting in formation should all have +2 to defense rolls for each ally on either side. Only warriors in the same posture may be part of a formation. When someone is struck, he or she is knocked out of the formation and his or her allies lose one of their +2 bonuses until that character returns to the formation or the others close next turn. (Note that this makes morale a huge factor; if even one person runs, he or she will break formation and weaken the line.) Maintaining a formation should not be easy, and some sort of soldiering or discipline roll may be required for a group to form. Having a leader using a Metaphysical oration or leadership skill would help. _____________ So that's it, DMMike! I've focussed mainly on criticism in these reviews, but Modos isn't a bad game. Clearly there's a great deal of thought and care put into it. And there is probably a niche for it as well; I know someone who treats roleplaying games as a buffet from which to build his own game, and Modos would allow anyone like him to do that. Good luck.[/FONT][/COLOR][/SIZE] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Modos RPG Playtest 1: the One True System
Top