smokewolf
First Post
Ordinary people finding out that reality can be altered. Real world setting with real world magick, Wicca, Voodoo, etc. Heavily influenced by Aleister Crowley.
I am running a monthly special for The Swing. Get the pdf bundle for only $10 (regularly $14.95) and get two chances to win a print copy of The Reality Guide. But this is only until Oct. 31st. Get it at RPGNOW @ http://www.rpgnow.com/product_info.php?products_id=3013
Here is something about the combat system in the Swing (although the game is not combat oriented, alot of work went into the system as a whole to make it as realistic as possible, no reason not to do combat that way as well).
Anyways here are some highlights:
Here is the basic flow of a given combat round [10 Second Combat Rounds]:
1. Pick a Combat Mode
a. Choose from Focused, Aware and Alert
b. These modes will determine what Actions and Reactions a character can perform
2. Everyone divides their Combat Points into two categories
a. Action Points - AP (used to take actions)
b. Reaction Action Points - RAP (used to react to another actions)
c. Any number of points from their Combat Points can be set aside to either category. But once set aside they cannot be regained until the next turn’s allocation stage
d. Everyone declares their first move (before initiative rolls)
3. Initiative
a. Roll Perception Check (just the dice in Perception)
b. Ties going to those who have higher Perception die codes, if they have the same die code – highest Intuition, then Dexterity, then Intelligence, Wits, Attitude, Strength and finally Charisma
4. The character who won initiative acts first
a. If their first maneuver is now compromised by the initiative results, the player can
i. Continue with action and hope all works out
ii. Spend two Combat Points to negate your first action (not including those APs for the action itself)
b. Each character spends each of his actions points.
c. Any actions points not spent are ignored until next round.
5. Damage is applied, if any, immediately
6. Then the character with the next highest initiative acts, then the next and so on.
Combat Mode
An individual can only act against or react to those events that transpire in their chosen Combat Mode’s Area. A person can change modes only at the beginning of turns.
Characters cannot act or react to any rear events or events outside of their combat mode. Once a character has been attacked, successful or unsuccessful, and the character changes facing, the character may then act/react to events that were previously outside of their Combat Mode, as they are now within their Combat Mode.
If a character forgot to list a combat mode for the round, or for instances where the combat mode has not been chosen yet, assume the characters are in Alert Mode.
Focused – You are focused on a task or on an individual. Your attention is focused to just that area directly in front of your vision. Character may only make actions/reactions against those targets in the focused zone. Actions and Reactions receive a +2 step bonus.
Aware – You are at normal perceptive levels. You are aware of both your immediate frontage and your periphery. Character may make actions/reactions against those targets in both the focused zone and the aware zones only. Actions and Reactions receive a +1 step bonus.
Alert – You are on a defensive guard, more a paranoid stance than anything. Your head keeps moving from side to side keeping tabs on all those around you (except in you rear). Character may make actions/reactions against those targets from any zone except the rear zone. Actions and Reactions receive no bonus.
Initiative
Who performs their actions First? Second? Last? This is where Initiative comes into play. The Swing uses a Secret Initiative System. In real life you do not always know who has the upper hand, you therefore have to base your actions off of what you think of the situation will be. This is how Initiative works in The Swing.
First, everyone divides up their available Combat Points into Action and Reaction Points. Then every one must declare their first action, with a minimum of 1 AP cost. This action has to include an expenditure of APs, it can not be a free action (such as, I scan my immediate area or I look at my watch, in order to save APs). Then everyone rolls their Perception Die Code to determine the order of combat.
I. Roll your Perception Die Code only
II. The character with the highest total goes first, lowest total goes last.
III. In the case of a tie, the character who has the higher Perception die codes acts, if they have the same die code – highest Intuition, Dexterity, Intelligence, Wits, Attitude, Strength and finally Charisma.
A character must perform their 1st action (how else would we see those individuals sticking their heads out and end up getting shot at). A character might be able to alter their course of action. In order to cancel the action, a character must spend 2 Combat Points (these can come from any combination of Action and Reaction Points). The action is canceled and the character has lost the APs set aside for the action (in addition to the 2 Combat Points cost for cancellation).
A character's first action must take place even before a dodge may be performed. Therefore, cancellation is a must for any character that is acted upon before their initiative has begun and wishes to dodge another's action. The character can opt not to cancel their action, however, and forgo the dodge.
Here are examples of how some of the mechanics work:
Burst Mode
Burst Mode is where the weapon is fired in 3 or 2 Round Bursts. Because Burst Mode essentially relies on one bullet missing a little to the left of the target and one bullet to miss a little to the right of the target so that one bullet may hit the target, the attacker may not aim while in burst mode.
Spread Patterns
Both an advantage and a disadvantage, automatic weapons fire tends to fly all over the area. As an advantage, you will be able hit multiple targets with just one pull of the trigger. The disadvantage of this is that sometimes those targets might be your own team.
Other things we consider:
Buckshot spread, supported fire, psychological effects, knockdown, full auto fire, 'walking the target', reading weapons, etc.
Unique things we do...
Dodge [Reaction Only]
When a target dodges or evades, they are actively seeking shelter from an attack. Without shelter from an attack the dodge is harder to perform. Shelter is defined as an object or objects such that the target can use to shield the attack with. Common shelter items are doors, walls, crates, tables and holes (must provide at least 50% cover).
The dodge is good for a single attack from any one attacker against a character during that action phase. Meaning as soon as the attacker’s action is over, the next action will require the target to dodge again. However, the target should now be behind cover, unless they dodged without shelter.
Aimed / Called Shots
When a character takes the time to fire at a target to guarantee that his shot will hit the target, then this becomes an aimed shot. When making an aimed shot the character not only chooses a target, but chooses the hit location that they are aiming at.
Weapons are deadly in The Swing. A shotgun to, well just about anywhere, will kill. No walking away from that. I made the weapons so they reflect a more realistic way of damage and death. Being shot is a very serious action in this game and there is no such thing as, "well his gun only does 1 wound and I think I can take it". Wound effects, even the smallest one, can make or break a combat session.
On top of all this, you may be wondering about the number crounching. Well the first few games might seem overwelling because I have covered tons of possibilies and options, but after about 3 session we have found that most people can follow along real easy. We are able to have big combat sessions of about 8 people now in about 1-2 hours total from start to finish, 3 if you take your time.
The difficulty system moves in steps of 4 (4, 8, 12, 16, 20 up to 44), but everything is listed as a -1 or +1 step with normal difficulty of 16. So a -1 step penaly would be end up being a 20, or a +3 step bonus would be a 4.
__________________
Keith Taylor
93 Games Studio
http://www.93gamesstudio.com
As Real As It Gets
All products located at: http://www.rpgnow.com/default.php?manufacturers_id=458
I am running a monthly special for The Swing. Get the pdf bundle for only $10 (regularly $14.95) and get two chances to win a print copy of The Reality Guide. But this is only until Oct. 31st. Get it at RPGNOW @ http://www.rpgnow.com/product_info.php?products_id=3013
Here is something about the combat system in the Swing (although the game is not combat oriented, alot of work went into the system as a whole to make it as realistic as possible, no reason not to do combat that way as well).
Anyways here are some highlights:
Here is the basic flow of a given combat round [10 Second Combat Rounds]:
1. Pick a Combat Mode
a. Choose from Focused, Aware and Alert
b. These modes will determine what Actions and Reactions a character can perform
2. Everyone divides their Combat Points into two categories
a. Action Points - AP (used to take actions)
b. Reaction Action Points - RAP (used to react to another actions)
c. Any number of points from their Combat Points can be set aside to either category. But once set aside they cannot be regained until the next turn’s allocation stage
d. Everyone declares their first move (before initiative rolls)
3. Initiative
a. Roll Perception Check (just the dice in Perception)
b. Ties going to those who have higher Perception die codes, if they have the same die code – highest Intuition, then Dexterity, then Intelligence, Wits, Attitude, Strength and finally Charisma
4. The character who won initiative acts first
a. If their first maneuver is now compromised by the initiative results, the player can
i. Continue with action and hope all works out
ii. Spend two Combat Points to negate your first action (not including those APs for the action itself)
b. Each character spends each of his actions points.
c. Any actions points not spent are ignored until next round.
5. Damage is applied, if any, immediately
6. Then the character with the next highest initiative acts, then the next and so on.
Combat Mode
An individual can only act against or react to those events that transpire in their chosen Combat Mode’s Area. A person can change modes only at the beginning of turns.
Characters cannot act or react to any rear events or events outside of their combat mode. Once a character has been attacked, successful or unsuccessful, and the character changes facing, the character may then act/react to events that were previously outside of their Combat Mode, as they are now within their Combat Mode.
If a character forgot to list a combat mode for the round, or for instances where the combat mode has not been chosen yet, assume the characters are in Alert Mode.
Focused – You are focused on a task or on an individual. Your attention is focused to just that area directly in front of your vision. Character may only make actions/reactions against those targets in the focused zone. Actions and Reactions receive a +2 step bonus.
Aware – You are at normal perceptive levels. You are aware of both your immediate frontage and your periphery. Character may make actions/reactions against those targets in both the focused zone and the aware zones only. Actions and Reactions receive a +1 step bonus.
Alert – You are on a defensive guard, more a paranoid stance than anything. Your head keeps moving from side to side keeping tabs on all those around you (except in you rear). Character may make actions/reactions against those targets from any zone except the rear zone. Actions and Reactions receive no bonus.
Initiative
Who performs their actions First? Second? Last? This is where Initiative comes into play. The Swing uses a Secret Initiative System. In real life you do not always know who has the upper hand, you therefore have to base your actions off of what you think of the situation will be. This is how Initiative works in The Swing.
First, everyone divides up their available Combat Points into Action and Reaction Points. Then every one must declare their first action, with a minimum of 1 AP cost. This action has to include an expenditure of APs, it can not be a free action (such as, I scan my immediate area or I look at my watch, in order to save APs). Then everyone rolls their Perception Die Code to determine the order of combat.
I. Roll your Perception Die Code only
II. The character with the highest total goes first, lowest total goes last.
III. In the case of a tie, the character who has the higher Perception die codes acts, if they have the same die code – highest Intuition, Dexterity, Intelligence, Wits, Attitude, Strength and finally Charisma.
A character must perform their 1st action (how else would we see those individuals sticking their heads out and end up getting shot at). A character might be able to alter their course of action. In order to cancel the action, a character must spend 2 Combat Points (these can come from any combination of Action and Reaction Points). The action is canceled and the character has lost the APs set aside for the action (in addition to the 2 Combat Points cost for cancellation).
A character's first action must take place even before a dodge may be performed. Therefore, cancellation is a must for any character that is acted upon before their initiative has begun and wishes to dodge another's action. The character can opt not to cancel their action, however, and forgo the dodge.
Here are examples of how some of the mechanics work:
Burst Mode
Burst Mode is where the weapon is fired in 3 or 2 Round Bursts. Because Burst Mode essentially relies on one bullet missing a little to the left of the target and one bullet to miss a little to the right of the target so that one bullet may hit the target, the attacker may not aim while in burst mode.
Spread Patterns
Both an advantage and a disadvantage, automatic weapons fire tends to fly all over the area. As an advantage, you will be able hit multiple targets with just one pull of the trigger. The disadvantage of this is that sometimes those targets might be your own team.
Other things we consider:
Buckshot spread, supported fire, psychological effects, knockdown, full auto fire, 'walking the target', reading weapons, etc.
Unique things we do...
Dodge [Reaction Only]
When a target dodges or evades, they are actively seeking shelter from an attack. Without shelter from an attack the dodge is harder to perform. Shelter is defined as an object or objects such that the target can use to shield the attack with. Common shelter items are doors, walls, crates, tables and holes (must provide at least 50% cover).
The dodge is good for a single attack from any one attacker against a character during that action phase. Meaning as soon as the attacker’s action is over, the next action will require the target to dodge again. However, the target should now be behind cover, unless they dodged without shelter.
Aimed / Called Shots
When a character takes the time to fire at a target to guarantee that his shot will hit the target, then this becomes an aimed shot. When making an aimed shot the character not only chooses a target, but chooses the hit location that they are aiming at.
Weapons are deadly in The Swing. A shotgun to, well just about anywhere, will kill. No walking away from that. I made the weapons so they reflect a more realistic way of damage and death. Being shot is a very serious action in this game and there is no such thing as, "well his gun only does 1 wound and I think I can take it". Wound effects, even the smallest one, can make or break a combat session.
On top of all this, you may be wondering about the number crounching. Well the first few games might seem overwelling because I have covered tons of possibilies and options, but after about 3 session we have found that most people can follow along real easy. We are able to have big combat sessions of about 8 people now in about 1-2 hours total from start to finish, 3 if you take your time.
The difficulty system moves in steps of 4 (4, 8, 12, 16, 20 up to 44), but everything is listed as a -1 or +1 step with normal difficulty of 16. So a -1 step penaly would be end up being a 20, or a +3 step bonus would be a 4.
__________________
Keith Taylor
93 Games Studio
http://www.93gamesstudio.com
As Real As It Gets
All products located at: http://www.rpgnow.com/default.php?manufacturers_id=458