Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*TTRPGs General
The Combat Grid - Tactical Combat, Warfare, Sieges, Boss Battles, and Chases on a Single Page.
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Emberashh" data-source="post: 9329433" data-attributes="member: 7040941"><p>[USER=7044704]@Wofano Wotanto[/USER] Here we go. Rules are attached (don't read too much into how its formatted. This is purely just to get stuff written down and sort of playable. I'm also aware Critical rules are missing entirely, as is guidance on initial dispersal into the grid, oopsies; the ironic detriments of how I design things is I forget a lot of stuff that's just become memorized at this point when I try to write the whole thing down)</p><p></p><p>For this play example, we'll avoid some of the more robust mechanics and use very simplified characters, and will focus mostly on how the Combat Grid is used.</p><p></p><p>As a caveat, this system doesn't translate well to text, and in this instance the circumstances were a little contrived to try and illustrate things; in play you'll be doing things much more efficiently, and despite what we were trying to do, when I ran this encounter over Discord we got through the whole thing in about 3 minutes of playtime.</p><p></p><p>I don't expect anyone unfamiliar with the game to be able to guess Combat can be that short, nor be familiar enough to be able to run it that fast, but that's just the nature of the game here. This isn't rules light stuff, and you have to learn how to play.</p><p></p><p>===========================================</p><p>Characters:</p><p>Hagar: an Ursh Mage. He can deal 2d8 Damage with magic, and defend by the same amount. +2 Mod to both Casting and Warding. Composure = 30</p><p>Vulsk: a Pidgin Martial. He can deal 2d12 Damage with a Maul, can Fly, and wears armor giving him 2d6 Defense. He carries with him a potion that reduces his fall damage. +2 Mod to both Striking and Guarding Composure = 35</p><p></p><p>Enemies:</p><p>Two Terran Bandits. They deal 2d6 Damage, either in melee or at range, and have +10 to their Movement. They have no Armor, but can Parry with their weapons. Their default Combat Roll is 19 and 8, but the Keeper can try for better if they want. They have +2 to Guarding, and their Composure is 25.</p><p>Neither the characters nor the enemies possess a Passive Reaction</p><p></p><p>For clarity, a Pidgin can be best described as a massive, fat Varangian Pigeon person that sounds like the Swedish Chef. An Ursh is a maratimey pirate bear. Terrans are basically humans, but they're actually non-displaying elemental phoenix people.</p><p></p><p>===========================================</p><p></p><p>Hagar and Vulsk encounter the Bandits on an open plain. A short exchange of dialogue occurs, but its to no avail. Everyone rolls for Combat.</p><p></p><p>Hagar rolls 18 and 10. He has 28 Movement to use.</p><p>Vulsk rolls 10 and 20. He has 30 Movement to use.</p><p></p><p>The Terrans take their defaults.</p><p></p><p>Each side disperses themselves into the Grid freely. Hagar and one of the Terrans remain in the Churn, while the other Terran and Vulsk back up into opposing Center Flanks.</p><p>==========================================</p><p></p><p>Vulsk goes first as he rolled highest. He decides to fly, and immediately ascends to take the Skyward Tag, spending all 30 Movement to do so. As he has no further actions he can do offensively, he uses his first d20 to drink his potion; he gains -10 to any Fall Damage he takes. He uses his second d20, the Critical, to perform a Skill Action, using <strong>Tactics</strong>. He aims to identify any weaknesses the Bandits have; they have none specifically. But as he's using a Critical, he gains a +10 to use on his next Turn.</p><p></p><p>As no one reacted against Vulsk, he passes the Initiative to Hagar.</p><p></p><p>Hagar goes in on the Bandit closest to him for an attack. He uses his 18, calling out a total of 20, and spends 10 of his Movement to gain the Charge bonus. He uses a Touch Spell, utilizing Fire Damage. He rolls an 8 and a 6, dealing a total of 24 Damage. He uses Momentum to add an additional damage die, but only gets a 1, bumping it up to 25 Damage.</p><p></p><p>The Bandit, however, Reacts against this, using his 19+2, and uses their Weapon to try to Parry the spell, getting 10 Defense, and thus taking 15 Fire Damage.</p><p></p><p>Hagar, finishing out his Turn, retreats back into the Rear Center Flank, spending 10 Movement, and casts a Bolt Spell, still utilizing Fire Damage, at the second Bandit. Hagar calls out 12 as his rating, and rolls his damage again, an 8 and a 2. He uses his Momentum to inflict the <strong><em>Burned</em></strong> Wound to the second Bandit.</p><p></p><p>Though the second Bandit can React, he opts not to.</p><p></p><p>============</p><p></p><p>The Initiative passes to the first Bandit, still in the Churn. He goes after Hagar, spending 10 Movement to pass into the Rear Center Flank. As Hagar cannot React in anyway, both the Bandits attacks connect uncontested, but are pretty bad, dealing only 4 and 6 damage respectively, with no Momentum.</p><p></p><p>That Bandit then passes to his ally, who spends 10 Movement to move into the Churn. He targets Vulsk in the air, using both of his Actions as attacks. Vulsk, like Hagar, cannot defend against this, and he takes a total of 10 and 5 Damage, narrowly avoiding taking an <strong>Stuck</strong> Wound, which would have knocked him out of the sky.</p><p></p><p>============</p><p></p><p>As everyone's gone, the Round ends and a new one begins, everyone rerolling their Combat Roll.</p><p></p><p>Hagar (Composure: 20) rolls a 12 and a 12. 24 Movement.</p><p>Vulsk (Composure: 20) rolls a Nat 40. 40 Movement.</p><p></p><p>The first Terran (Composure: 10) takes the default, but the second (Composure: 15) tries to roll; he gets a 20 and a 5.</p><p></p><p>Vulsk moves first again. As he is Skyward in the Rear Center Ranged, he goes after the second Bandit in the Churn, opting to treat it as a Vertical Assault He does have to spend all 40 of his Movement to fully descend and move into the Churn, but gains 3d10 he could potentially inflict on the second Bandit. He deals only 10 damage with his weapon, and 20 with the Fall Damage.</p><p></p><p>The Bandit Reacts, however, matching the 22. He manages to parry for a total of 15, getting 12 + 1 + 3 with Momentum (dropping the 1 due to his Wound), negating the weapon damage. He and Vulsk share 10 damage from the fall, and Vulsk is knocked Prone.</p><p></p><p>Vulsk uses his second Action as a <strong>Conditioning</strong> Skill Action, and at +20 he automatically succeeds, and recovers from Prone without any cost. Vulsk opts to also make use of <strong>Natural Sprinter</strong>, an Agility ability, and trades <em>all </em>of his Composure for an additional +20 Movement, and immediately retreats to the Rear Right Ranged Position, spending the 20 Movement to do so.</p><p></p><p>=============</p><p></p><p>The second Bandit, taking the Initiative, decides to focus on Hagar. But with a 5, Hagar Reacts, and manages to use a Ward to both negate the incoming 5 Damage with 16 Defense, having rolled 8+8, and uses his two uses of Momentum to take a Stance; he has 2d8 to use with any future attempts to Defend.</p><p></p><p>Hagar, taking the Iniative back, immediately targets the second Bandit with another Bolt spell, dealing 12 Fire Damage; the first Bandit however Reacts to this, and uses 10 Movement to go into the Churn to try and defend, but he only manages 5 Defense. The remaining 7 drops the second Bandit to Zero Composure, and Hagar takes the Killing Blow; he describes how the force of the spell pushes past the first Bandits attempt to block it, and throws the second backward in a heap.</p><p></p><p>The first bandit, having failed to defend his friend, looks to return the favor, and goes after Vulsk, spending 20 Movement to shift Positions twice. As he only has an 8, Hagar is able to React and he follows him to prevent Vulsk from taking a Killing Blow, easily negating the damage of the Attack with his Stance, using both of the dice in the process.</p><p></p><p>The Round ends, and a final round occurs. Despite his Composure, Vulsk manages to take the Initiative a third time, and ends up dispatching the remaining bandit.</p><p>==================================</p><p></p><p>To explain two things I referenced:</p><p></p><p>Skill Actions: While most Skill Actions are completely improvised, each Skill Action does have one specific use included with them, and we see the use of this twice between Tactics and Conditioning.</p><p></p><p>Talent Abilities: Each Talent (which is basically a combo of Attribute and Skill Modifiers), has an Active, Passive, and Interactive Ability associated with it, which are really more clever ways to consolidate common rules (like Grappling) into a form that's easier to reference and utilize.</p><p></p><p>In this case, we see the Active Agility ability Natural Sprinter, which I'll paste in below:</p></blockquote><p></p>
[QUOTE="Emberashh, post: 9329433, member: 7040941"] [USER=7044704]@Wofano Wotanto[/USER] Here we go. Rules are attached (don't read too much into how its formatted. This is purely just to get stuff written down and sort of playable. I'm also aware Critical rules are missing entirely, as is guidance on initial dispersal into the grid, oopsies; the ironic detriments of how I design things is I forget a lot of stuff that's just become memorized at this point when I try to write the whole thing down) For this play example, we'll avoid some of the more robust mechanics and use very simplified characters, and will focus mostly on how the Combat Grid is used. As a caveat, this system doesn't translate well to text, and in this instance the circumstances were a little contrived to try and illustrate things; in play you'll be doing things much more efficiently, and despite what we were trying to do, when I ran this encounter over Discord we got through the whole thing in about 3 minutes of playtime. I don't expect anyone unfamiliar with the game to be able to guess Combat can be that short, nor be familiar enough to be able to run it that fast, but that's just the nature of the game here. This isn't rules light stuff, and you have to learn how to play. =========================================== Characters: Hagar: an Ursh Mage. He can deal 2d8 Damage with magic, and defend by the same amount. +2 Mod to both Casting and Warding. Composure = 30 Vulsk: a Pidgin Martial. He can deal 2d12 Damage with a Maul, can Fly, and wears armor giving him 2d6 Defense. He carries with him a potion that reduces his fall damage. +2 Mod to both Striking and Guarding Composure = 35 Enemies: Two Terran Bandits. They deal 2d6 Damage, either in melee or at range, and have +10 to their Movement. They have no Armor, but can Parry with their weapons. Their default Combat Roll is 19 and 8, but the Keeper can try for better if they want. They have +2 to Guarding, and their Composure is 25. Neither the characters nor the enemies possess a Passive Reaction For clarity, a Pidgin can be best described as a massive, fat Varangian Pigeon person that sounds like the Swedish Chef. An Ursh is a maratimey pirate bear. Terrans are basically humans, but they're actually non-displaying elemental phoenix people. =========================================== Hagar and Vulsk encounter the Bandits on an open plain. A short exchange of dialogue occurs, but its to no avail. Everyone rolls for Combat. Hagar rolls 18 and 10. He has 28 Movement to use. Vulsk rolls 10 and 20. He has 30 Movement to use. The Terrans take their defaults. Each side disperses themselves into the Grid freely. Hagar and one of the Terrans remain in the Churn, while the other Terran and Vulsk back up into opposing Center Flanks. ========================================== Vulsk goes first as he rolled highest. He decides to fly, and immediately ascends to take the Skyward Tag, spending all 30 Movement to do so. As he has no further actions he can do offensively, he uses his first d20 to drink his potion; he gains -10 to any Fall Damage he takes. He uses his second d20, the Critical, to perform a Skill Action, using [B]Tactics[/B]. He aims to identify any weaknesses the Bandits have; they have none specifically. But as he's using a Critical, he gains a +10 to use on his next Turn. As no one reacted against Vulsk, he passes the Initiative to Hagar. Hagar goes in on the Bandit closest to him for an attack. He uses his 18, calling out a total of 20, and spends 10 of his Movement to gain the Charge bonus. He uses a Touch Spell, utilizing Fire Damage. He rolls an 8 and a 6, dealing a total of 24 Damage. He uses Momentum to add an additional damage die, but only gets a 1, bumping it up to 25 Damage. The Bandit, however, Reacts against this, using his 19+2, and uses their Weapon to try to Parry the spell, getting 10 Defense, and thus taking 15 Fire Damage. Hagar, finishing out his Turn, retreats back into the Rear Center Flank, spending 10 Movement, and casts a Bolt Spell, still utilizing Fire Damage, at the second Bandit. Hagar calls out 12 as his rating, and rolls his damage again, an 8 and a 2. He uses his Momentum to inflict the [B][I]Burned[/I][/B] Wound to the second Bandit. Though the second Bandit can React, he opts not to. ============ The Initiative passes to the first Bandit, still in the Churn. He goes after Hagar, spending 10 Movement to pass into the Rear Center Flank. As Hagar cannot React in anyway, both the Bandits attacks connect uncontested, but are pretty bad, dealing only 4 and 6 damage respectively, with no Momentum. That Bandit then passes to his ally, who spends 10 Movement to move into the Churn. He targets Vulsk in the air, using both of his Actions as attacks. Vulsk, like Hagar, cannot defend against this, and he takes a total of 10 and 5 Damage, narrowly avoiding taking an [B]Stuck[/B] Wound, which would have knocked him out of the sky. ============ As everyone's gone, the Round ends and a new one begins, everyone rerolling their Combat Roll. Hagar (Composure: 20) rolls a 12 and a 12. 24 Movement. Vulsk (Composure: 20) rolls a Nat 40. 40 Movement. The first Terran (Composure: 10) takes the default, but the second (Composure: 15) tries to roll; he gets a 20 and a 5. Vulsk moves first again. As he is Skyward in the Rear Center Ranged, he goes after the second Bandit in the Churn, opting to treat it as a Vertical Assault He does have to spend all 40 of his Movement to fully descend and move into the Churn, but gains 3d10 he could potentially inflict on the second Bandit. He deals only 10 damage with his weapon, and 20 with the Fall Damage. The Bandit Reacts, however, matching the 22. He manages to parry for a total of 15, getting 12 + 1 + 3 with Momentum (dropping the 1 due to his Wound), negating the weapon damage. He and Vulsk share 10 damage from the fall, and Vulsk is knocked Prone. Vulsk uses his second Action as a [B]Conditioning[/B] Skill Action, and at +20 he automatically succeeds, and recovers from Prone without any cost. Vulsk opts to also make use of [B]Natural Sprinter[/B], an Agility ability, and trades [I]all [/I]of his Composure for an additional +20 Movement, and immediately retreats to the Rear Right Ranged Position, spending the 20 Movement to do so. ============= The second Bandit, taking the Initiative, decides to focus on Hagar. But with a 5, Hagar Reacts, and manages to use a Ward to both negate the incoming 5 Damage with 16 Defense, having rolled 8+8, and uses his two uses of Momentum to take a Stance; he has 2d8 to use with any future attempts to Defend. Hagar, taking the Iniative back, immediately targets the second Bandit with another Bolt spell, dealing 12 Fire Damage; the first Bandit however Reacts to this, and uses 10 Movement to go into the Churn to try and defend, but he only manages 5 Defense. The remaining 7 drops the second Bandit to Zero Composure, and Hagar takes the Killing Blow; he describes how the force of the spell pushes past the first Bandits attempt to block it, and throws the second backward in a heap. The first bandit, having failed to defend his friend, looks to return the favor, and goes after Vulsk, spending 20 Movement to shift Positions twice. As he only has an 8, Hagar is able to React and he follows him to prevent Vulsk from taking a Killing Blow, easily negating the damage of the Attack with his Stance, using both of the dice in the process. The Round ends, and a final round occurs. Despite his Composure, Vulsk manages to take the Initiative a third time, and ends up dispatching the remaining bandit. ================================== To explain two things I referenced: Skill Actions: While most Skill Actions are completely improvised, each Skill Action does have one specific use included with them, and we see the use of this twice between Tactics and Conditioning. Talent Abilities: Each Talent (which is basically a combo of Attribute and Skill Modifiers), has an Active, Passive, and Interactive Ability associated with it, which are really more clever ways to consolidate common rules (like Grappling) into a form that's easier to reference and utilize. In this case, we see the Active Agility ability Natural Sprinter, which I'll paste in below: [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
The Combat Grid - Tactical Combat, Warfare, Sieges, Boss Battles, and Chases on a Single Page.
Top