Simulationist Combat


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I still say Swords' Path Glory:

Sword's Path Glory, Book 1: Medieval Melee System
"At last, a realistic hand-to-hand combat system. First in a series of role-playing aids stressing accuracy, the Sword's Path — Glory combat system includes these features:
• Simultaneous movement and combat, without turns or written orders.
• The effects of agility, speed, and strength on combat performance.
• The effects of weapon weights and designs, stabbing, slashing, or impact.
• The first accurate representation of armor protection, based on actual penetration tests.
• And, above all, over 67 anatomical hit-location tables which do away with "Hit Points" and other such arbitrary measures of how many times you have to hit the ogre to kill him. Stab him in the heart and he'll die the first time!
This system is fast, simple, and yet because of the quality of data provided, a highly realistic simulation of weapons, armor, and physical damage. This realism, combined with the simultaneous movement and combat system, provides a unique and efficient blend of realism and playability. It has been designed for the experienced player, and is recommended for the age group 16 and over. The system provides the conscientious game-master and/or war gamer the opportunity to inject the ultimate realism into any hand-to-hand combat."

Though getting access to the accessory is likely difficult (read nearly impossible) if you actually want to use it for play.
 




I'd say GURPS; especially if you use all of the realistic optional rules. (It can also be optioned down to be a very simple game.)

If you want to push the simulation envelope even further, Low-Tech and Martial Arts both provide more optional rules for even more realism. Heck, there was so much information in Low-Tech that there are even 3 companion pdfs available for it. The book is excellent by itself, but the 3 companions make it even sweeter.

GURPS Low-Tech


GURPS Martial Arts


Just for the sake of being thorough, I'll also mention that -if you wanted less realism- there are also GURPS books available for that. GURPS Dungeon Fantasy is good for a more D&D style dungeon crawl fantasy; there's also a pdf series called Action! which is excellent for action movie style cinematics.
 

What I'm investigating is adding on to the d20 system, specifically the Conan d20 RPG.

This d20 game focusses on melee combat as magic can be quite rare. There isn't a magic user in ever PC party. My PC group consists of all Cimmerian Barbarians.

Now, the game is quite fantastic, especially with a few of the optional rules like facing and dynamic defense (where you roll your a variable defense instead of have your opponent throw against a static AC number).

Since magic is sometimes not part of the game (as with my group--they haven't seen magic yet), the game has a lot of Combat Maneuvers (that also have become popular in other d20 games).

My thought was to figure some specific combat maneuvers, each with pros and cons to them. I wanted to incorporate weapon damage type (slashing, piercing, bludgeoning) with a combat maneuver attack. Thus, with a Chop maneuver, used with a hand axe, it would present the PC with X benefit and X disadvantage. A Piercing move with the sword's tip would be a different type of attack than a Slashing maneuver with the same weapon.

I wanted to bring in combat styles, too: Agressive combat style, Defensive combat style, etc. I like what the d20 Elf Quest RPG has done with these things.





My game of all games would be a d20 Conan base, a well thought out list of Combat Maneuvers, and players who find specific combat routines for their characters: A chop-block-pierce-parry-slash with sword and board that round.

That would be cool. I'm not sure I have the energy to write that many house rules, though. Thus, I was looking to steal ideas from other games.
 

What I'd like to have is a d20 compatible game where, at 1st level, a character learns the basic attacks: Chop, Slice, Pierce, Bash. And he learns the basic defense maneuvers: Parry and Dodge.

Then, as the warrior gains more experience, he learns more sophisticated attack and defense forms. Combos and maneuvers like the feint, Dance Aside, Whirlwind Attack, Pantherish Dodge, and so on.

Then, there would be attack styles (the basic two styles would be "Agressive" and "Defensive") with various pros and cons.

I envision these rules as implemented in the game using Combat Maneuvers. Maybe there's a limit on how many combat maneuvers a character can learn, or, as with the Conan game, there is no limit to the number of Combat Maneuvers a character can know, but each maneuver has its own prerequisites.

I'd like combat to flow like this, very descriptive: "I attempt to duck under my foe's flat swing, crouching at the knees, swinging with all my might to drive my axe into his hip."

And, I'd like the players to have mechancial choices for different maneuvers that they can pull off. If I do this...then I get that...but at the expense of this...but the other alternative is to do this...

That sort of thing.



And, of course, I don't want to get bogged down into so much crunch that the game is not fun. Combat should flow. Be exciting. Which I think is quite possible once a player learns his various options (or picks some favorites that he uses over and over).

I'd like to see players have favorite attack routines: This and this, followed by this.

But, of course, I'd want to avoid one option being so superior to the other that all players chose it. There needs to be some balance in the combat maneuver choices.

I know, I know. What I'm asking for here hasn't been written.

And, as I said, I don't think I'm up to writing it right now, either.

Hm.
 

I'd like combat to flow like this, very descriptive: "I attempt to duck under my foe's flat swing, crouching at the knees, swinging with all my might to drive my axe into his hip."

That's the kind of description that happens for attacks in my game. I don't have many rules - fewer than regular d20 by far. I use a heavy load of DM adjudication to get around it.

The system is pretty simple:

1. Player describes PC's action - Just like your axe swing into the guy's hip
2. DM assigns modifiers - Here we'd add any modifiers for STR or DEX, proficiency, crouching down and exploding into the guy's hip with your legs, and having to dodge under his blade (as well as any defensive mods)
3. Roll is made - d20 + modifiers, at this time your action is locked in, you can no longer change it
4. Action is resolved - We resolve the action your character takes; that's probably the biggest thing

After the roll is made, if your roll was successful (you met or exceeded the DC), then you crouched down and drove your axe into the guy's hip.

At this point I'd stand up and physically show how the two of you are tangled up with each other. Since you ducked under his blade, you should be right in his face, eh? He'll have to do something like smack you in the head with the pommel of his sword, or draw a dagger and stab you in the face, You can continue with your attack's follow-through and push him to the ground (with a bonus), twisting the axe in the wound.

What you said happened, happened, and now we move on from that point when deciding what actions characters can take and what modifiers are applied to rolls and DCs.
 

Do you mean accurately modeling blow-by-blow combat, or precisely? GURPS is very precise, but not especially accurate. For instance, in real-life you don't perform an All-Out Attack because you feel like it, but because your opponent has revealed on opening. If your GM happened to be a bullet wound trauma specialist who worked in the ER, and also a student of historical martial arts and target shooting, you could use something like Fudge and get very accurate results, although the system itself would not be precise in how those outcomes were generated.

Details <> realism

Are we talking about realism, or something else?
 

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