Quick, but robust, combat

Asmor

First Post
Can anyone recommend a system, preferably a light one, which handles combat quickly, but is still robust enough that combat's a bit more than just another skill check?

I realize that the two criteria seem mutally exclusive, I'm hoping for something kind of walking the line... As an example, I'd consider Savage Worlds too heavy for what I'm looking for, but Kill Puppies for Satan (the only light game I've ever actually played) too simplistic.

Ideally, the PCs would have a few different meaningful choices, depending on their builds, and combat would be resolved in a relatively small number of dice rolls.
 

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I was going to suggest Savage Worlds as a quick-play system. I'm not aware of anything quicker that isn't practically a single roll.
 

Don't get me wrong, SW is my favorite system after D&D, but it's combat's not any less involved than D&D's, it's just more streamlined. It still turn-and-initiative based, still works best on a map, etc.

I guess I might just have to design something myself. Actually, I probably would have ended up doing that anyways, but I was looking for inspiration at least.
 

I've found True20 to achieve a good balance in that way. The system in general in probably 'rules medium'. . .? Combat is like d20's, but a bit faster and simpler, though not without most of the options players of (many) d20 games are used to having.

It might not be light enough, however, just going by what you've posted so far. Not sure. Still, you can download the quick start rules for free, so it might be worth checking out, if you haven't already: dl link.

I've heard good things about the ORE (One Roll Engine) system, as used in Reign, for example. But I don't have any experience with it.

If anything else promising comes to mind, I'll let you know ASAP.

:hmm:


edit --- just read your more recent post. . . perhaps True20 is still too 'D&D-like' for what you have in mind. . .
 

Ideally, the PCs would have a few different meaningful choices, depending on their builds, and combat would be resolved in a relatively small number of dice rolls.

Burning Wheel has very streamlined combat. Actually, it has two options for combat: Streamlined, and Really Streamlined. "Really Streamlined" is basically a skill check, so that's not what you're looking for. The ruleset has certain limitations though that cause me to not recommend it (particularly PC and monster generation). Instead I'd recommend a system "inspired" by Burning Wheel.

1. Everyone starts with variables in Reflexes, Attack and Defense.
2. Roll Initiative with a d20.
3. In Init order, make opposed Reflexes checks with a d10 to engage the enemy of your choice. These checks can benefit from Aid Another, so if an Ogre tries to engage the Archer, the Paladin can "aid" the Archer's role (by giving up his own ability to Engage). This an abstraction of the Paladin interposing himself between the Archer and the Ogre. The winner of the Reflex check determines the distance between the two opponents, but the distance cannot exceed the difference between the checks (weapons have a range of 1, 2 or Missile).
4. Once that's done, everyone assumes a Stance (Aggressive, Neutral or Defensive).
5. If you're within Range of your opponent, roll Attacks vs. Defenses with a d6. The difference between them is the number of "hits" you take. Everyone has a fixed number of Hit Points, usually low.

Rinse & repeat. No battle mats necessary, and if the number of HP is under 20 combat won't last more than four rounds. It's quick, easy and brutal.
 
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That definitely sounds promising... If it were pared down to one round, I think it'd be perfect.

I actually have Burning Wheel, too, but I've never read it. :)
 


Give RISUS a read (it's only 6 pages). It's combat system usually amounts to about 3-5 dice offs and can be pretty swingy but with the proper use of the optional rules (which take up 1/3 of those 6 pages) you can make combat very dynamic in RISUS.

RISUS is marketed (as much as any free download can be marketed) as a beer and pretzels "humor" RPG. But it can be played seriously. In fact, I find RISUS to be a gem among RPGs. It has a zen quality to it. Most people's first response is to tinker and add stuff to it. It can't all be there in 6 pages! But it is. And on the mailing lists I've actually watched people "suddenly understand" as if some combinations of emails were a koan from the master.

Or I'm just over-analyzing it (which ironically would be the antithesis of zen).
 


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