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Community
General Tabletop Discussion
*TTRPGs General
Simplifying the Combat Rules
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<blockquote data-quote="Roudi" data-source="post: 2071656" data-attributes="member: 12423"><p>I'm in the process of developing a free OGL minigame based on the Japanese novel/movie/manga <em>Battle Royale</em>. I'm basing this game on the d20 Modern rules, but the other day I realized something: for this to be a complete, standalone minigame, requiring nothing else to run, I would need to reprint all the basic rules. Explain what ability scores do, lay out the skills & feats, and worst of all, reprint the combat rules.</p><p></p><p><strong>Great.</strong></p><p></p><p>So I got to thinking, <em>Battle Royale should be a fast-paced game... faster than a typical d20 Modern game... and if I simplify the rules as much as I can, and remove unneeded ones, I can cut down on the basic rules explainations.</em> So, I'm working on a very simple d20 combat system to help me out.</p><p></p><p>My first idea is this: I've eliminated hit points and damage, and replaced the "damage roll" part of combat with a severity table. On a successful attack, the victim or GM rolls a d20 and consults the Severity table to see how bad they got hit. Effects would range from "grazed" to "majorly wounded" to "crippled" to "dead". This would remove one level of math from combat (especially in d20 Modern, and double especially with low-level characters, and triple especially when firearms are involved). No rolling damage, subtracting from hitpoints, comparing damage to the MDT, and making a Fort saving throw. The severity table is still a work in progress, and when I get a working version of the mechanics, I'll post them here for feedback.</p><p></p><p>Does anyone else have any other suggestion how to make combat faster and simpler? I know there are a few different rules-light systems out there. If anyone wants to enlighten me how these systems handle combat, and whether that may help or not, I would greatly appreciate it.</p></blockquote><p></p>
[QUOTE="Roudi, post: 2071656, member: 12423"] I'm in the process of developing a free OGL minigame based on the Japanese novel/movie/manga [i]Battle Royale[/i]. I'm basing this game on the d20 Modern rules, but the other day I realized something: for this to be a complete, standalone minigame, requiring nothing else to run, I would need to reprint all the basic rules. Explain what ability scores do, lay out the skills & feats, and worst of all, reprint the combat rules. [b]Great.[/b] So I got to thinking, [i]Battle Royale should be a fast-paced game... faster than a typical d20 Modern game... and if I simplify the rules as much as I can, and remove unneeded ones, I can cut down on the basic rules explainations.[/i] So, I'm working on a very simple d20 combat system to help me out. My first idea is this: I've eliminated hit points and damage, and replaced the "damage roll" part of combat with a severity table. On a successful attack, the victim or GM rolls a d20 and consults the Severity table to see how bad they got hit. Effects would range from "grazed" to "majorly wounded" to "crippled" to "dead". This would remove one level of math from combat (especially in d20 Modern, and double especially with low-level characters, and triple especially when firearms are involved). No rolling damage, subtracting from hitpoints, comparing damage to the MDT, and making a Fort saving throw. The severity table is still a work in progress, and when I get a working version of the mechanics, I'll post them here for feedback. Does anyone else have any other suggestion how to make combat faster and simpler? I know there are a few different rules-light systems out there. If anyone wants to enlighten me how these systems handle combat, and whether that may help or not, I would greatly appreciate it. [/QUOTE]
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