Galethorn
First Post
Ok, so I've been working on a new combat system for most of the afternoon, and I think I have all of the important basics down, and I'd like some opinions on the following;
1. How much more complicated does it seem than the 'standard' HP/AC system? What about the low massive damage threshold in d20 modern? What about Wounds/Vitality? What about the most recent incarnation of the Grim-n-Gritty system?
2. Does it seem balanced, based on the nature of the setting that I describe later on?
3. Any suggestions to improve it, beyond the simple 'just use system X instead!' that gets thrown around a lot, or the unhelpful 'but the PCs might die!'?
------
Ok, so those are my questions, and here's some background....
1. I patched the system together from what I liked best from Grim-n-Gritty and the Injury ('save vs. damage') variant in UA.
2. It's supposed to be for a very dark setting where combat is supposed to be very risky and deadly, and the PCs aren't supposed to be heroes by virtue of killing a lot of 'bad guys' so much as not getting killed by the bad guys.
3. The way armor works isn't listed in the combat document, but here's a brief breakdown: Armor gives a bonus to Resilience (+1 for light, +2 for medium, +3 for heavy). Enhancement bonuses work how you might suspect; +5 heavy armor would give +8 to Res (+3 armor, +5 magic). However, magic items would be relatively rare, making +5 armor about as rare as hen's teeth.
4. This system is not a variant for D&D, but Grim Tales, so it would be the Strong/Fast/Tough/Smart/Dedicated/Charismatic-Heroes using this system, rather than fighters and rogues and clerics. Hence the base defense bonus that's mentioned.
5. I'm already thinking of getting rid of the extra injury charts for Serious and Critical wounds.
6. Yes, I know I didn't include the section on death and dying; I haven't figured it out yet, but it's probably going to involve round-by-round fortitude saves.
And now for an example of the system in use;
Frank the fighter attacks Roger the rogue. Frank has +8 to hit, and Roger has +9 defense. Frank rolls a 17 (for a total of 25), and Roger rolls a 4 (for a total of 13). Frank hits (a critical, in fact), so he rolls damage (2d6+12); he gets 40 damage, total which (divided by 5, rounded up) is +8 to the Resilience DC (making it 23). Roger has +3 resilience (+1 armor, +2 con), and rolls a 6 (total: 9) on his resilience check; that's 14 short of what he needed, meaning that he takes a Serious Wound. Marking off the -4 to his Resilience and -2 to other checks, he cringes as Frank makes his second attack, at +3 to hit.
Frank rolls a 12 on his attack roll (for a total of 15), and Roger rolls an 11 (for a total of 9+11-2=18), and so he dodges the greatsword.
Ugh, it looks a lot more complicated written out that it did when I tested it by hand...hrm...
So, here's the document:
(sorry to anybody without word; the forum wouldn't let me attach an RTF)
1. How much more complicated does it seem than the 'standard' HP/AC system? What about the low massive damage threshold in d20 modern? What about Wounds/Vitality? What about the most recent incarnation of the Grim-n-Gritty system?
2. Does it seem balanced, based on the nature of the setting that I describe later on?
3. Any suggestions to improve it, beyond the simple 'just use system X instead!' that gets thrown around a lot, or the unhelpful 'but the PCs might die!'?
------
Ok, so those are my questions, and here's some background....
1. I patched the system together from what I liked best from Grim-n-Gritty and the Injury ('save vs. damage') variant in UA.
2. It's supposed to be for a very dark setting where combat is supposed to be very risky and deadly, and the PCs aren't supposed to be heroes by virtue of killing a lot of 'bad guys' so much as not getting killed by the bad guys.
3. The way armor works isn't listed in the combat document, but here's a brief breakdown: Armor gives a bonus to Resilience (+1 for light, +2 for medium, +3 for heavy). Enhancement bonuses work how you might suspect; +5 heavy armor would give +8 to Res (+3 armor, +5 magic). However, magic items would be relatively rare, making +5 armor about as rare as hen's teeth.
4. This system is not a variant for D&D, but Grim Tales, so it would be the Strong/Fast/Tough/Smart/Dedicated/Charismatic-Heroes using this system, rather than fighters and rogues and clerics. Hence the base defense bonus that's mentioned.
5. I'm already thinking of getting rid of the extra injury charts for Serious and Critical wounds.
6. Yes, I know I didn't include the section on death and dying; I haven't figured it out yet, but it's probably going to involve round-by-round fortitude saves.
And now for an example of the system in use;
Frank the fighter attacks Roger the rogue. Frank has +8 to hit, and Roger has +9 defense. Frank rolls a 17 (for a total of 25), and Roger rolls a 4 (for a total of 13). Frank hits (a critical, in fact), so he rolls damage (2d6+12); he gets 40 damage, total which (divided by 5, rounded up) is +8 to the Resilience DC (making it 23). Roger has +3 resilience (+1 armor, +2 con), and rolls a 6 (total: 9) on his resilience check; that's 14 short of what he needed, meaning that he takes a Serious Wound. Marking off the -4 to his Resilience and -2 to other checks, he cringes as Frank makes his second attack, at +3 to hit.
Frank rolls a 12 on his attack roll (for a total of 15), and Roger rolls an 11 (for a total of 9+11-2=18), and so he dodges the greatsword.
Ugh, it looks a lot more complicated written out that it did when I tested it by hand...hrm...
So, here's the document:
(sorry to anybody without word; the forum wouldn't let me attach an RTF)
Last edited: