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<blockquote data-quote="Ratskinner" data-source="post: 7913241" data-attributes="member: 6688937"><p>I've been mulling over the idea of making combat rolls a combined attack/defense like Dungeon World (as @[USER=6871653]vincegetorix[/USER]) mentioned upthread. However, I think I would add a bit from Blades in the Dark.</p><p></p><p>That is, you have three scales Advantage(Controlled), Risky, Disadvantage(Desperate). That way, you could bake in a lot of the differences for different weapons and armor. e.g. Weapons and armor might grant advantage when you "outgun" your opponent, but heavy armor would be a disadvantage when doing athletic stuff like dodging or sneaky stuff. Similarly, a magic sword might grant advantage against Goblinoids or somesuch. This would allow a lot more variety in combat description to have meaning (i.e. your heavy armor and helmet's limited visibility works well when the badguys are swinging swords at you. Not quite so well when those 10 goblins attempt to swarm you and knock you over.)</p><p></p><p>Of course, I would also be adopting the initiative-less combat stuff from DW/Blades as well. I really liked how that flowed, rather than the stop-motion, system. Might even drop HP from the equation as well, replace it with clocks for the badguys as BITD stress for the heroes.</p></blockquote><p></p>
[QUOTE="Ratskinner, post: 7913241, member: 6688937"] I've been mulling over the idea of making combat rolls a combined attack/defense like Dungeon World (as @[USER=6871653]vincegetorix[/USER]) mentioned upthread. However, I think I would add a bit from Blades in the Dark. That is, you have three scales Advantage(Controlled), Risky, Disadvantage(Desperate). That way, you could bake in a lot of the differences for different weapons and armor. e.g. Weapons and armor might grant advantage when you "outgun" your opponent, but heavy armor would be a disadvantage when doing athletic stuff like dodging or sneaky stuff. Similarly, a magic sword might grant advantage against Goblinoids or somesuch. This would allow a lot more variety in combat description to have meaning (i.e. your heavy armor and helmet's limited visibility works well when the badguys are swinging swords at you. Not quite so well when those 10 goblins attempt to swarm you and knock you over.) Of course, I would also be adopting the initiative-less combat stuff from DW/Blades as well. I really liked how that flowed, rather than the stop-motion, system. Might even drop HP from the equation as well, replace it with clocks for the badguys as BITD stress for the heroes. [/QUOTE]
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