Truly Original Combat Systems

I'm looking for truly original RPG combat systems that do things very differently from TSR D&D, WOTC D&D, Runequest, RoleMaster, GURPS, Savage worlds and any other Classic or Neo-Trad systems we are well aware of around here.

As an example, in Forbidden Lands, there is an optional rule that uses a deck of unique maneuver cards.
 
Last edited:

log in or register to remove this ad


I'm looking for truly original RPG combat systems that do things very differently from TSR D&D, WOTC D&D, Runequest, RoleMaster and any other Classic or Neo-Trad systems we are well aware of around here.

As an example, in Forbidden Lands, there is an optional rule that uses a deck of unique maneuver cards. Each opponent chooses a secret combination of cards to try to outwit the adversary. and thus with the combat bout.


For a whole combat system Gloomhaven RPG uses the gloomhaven boardgame combat. No dice, always hit, flexible initiative, personalized randomness

  • All combat actions you can do are on cards
  • Each card has a top card (attack) and a bottom card (movement) and an initiative value
  • At the beginning of a round each player plays 2 card face down. And then when all played them they flipp it with 1 card on top. That top cards initiative determines your initiative this round. For enemies their action determines their initiative
  • In your turn you choose from 1 card the top actio from the other the bottom action. You can also instead choose default actions
  • Your attacks always hit. But a draw of a card from your PERSONALIZED modifier deck can modify the damage (-2,-1,0,+1,+2, x0, x2) modifier can depending on class also have additional benefits.
  • Cards used (except xoue class basic actions) go away aftet the use and only retuen in a short rest. Some specially strong cards only in a long rest

In Beacon the combat system is relative straight forward but the "initiative subsystem" is quite unique and brilliant.

  • Rounds have an order of 8 phases. One goes through all the phases and in each phase players can say if they want to act. Each player can act only once. If enemies and players both want to act in the same phase its alternating order. (Keeping briority betwen phases and turns)
  • Each phase allows only a specific selection of actions. Stronger actions come later. You can always move + do an action (+ a minor action) only actions have phase limitations.
  • What makes the system brilliant is how the phases are structured.
  • First defensive actions (like healing yourself, or improvind defense) but this also means you cannot do it later after being attacked. Also all the defensive actions have some offensive parts (like reading some attacks again or preparing more opportunity attacks etc. So it never feels bad)
  • Then starting to charge a strong spell. Strong spells need to be charged and released later. So people can react to them or even disrupt them.
  • Then ranged actions/ fast actions. So the guy with the bow can shoot you while approaching before you can pummel them.
  • Then movement actions. So if you wsnt to double move you csn do now but not later. This means you cannot run away from fast attacks but can from slow ones. (And thanks to strong opportuniry acrions you cannor kite a melee forever)
  • Then melee/normal attacks. So you can still disrupt what comes:
  • Then charged spellss resolve
  • Then slow actions. Here you can also do 2 DIFFERENT fast/normal attacks. So this is really strong but really late you cant even diseupt or react to charging spells
  • Then everyone who has not yet acted can act any of the actions.
 


For a whole combat system Gloomhaven RPG uses the gloomhaven boardgame combat. No dice, always hit, flexible initiative, personalized randomness

  • All combat actions you can do are on cards
  • Each card has a top card (attack) and a bottom card (movement) and an initiative value
  • At the beginning of a round each player plays 2 card face down. And then when all played them they flipp it with 1 card on top. That top cards initiative determines your initiative this round. For enemies their action determines their initiative
  • In your turn you choose from 1 card the top actio from the other the bottom action. You can also instead choose default actions
  • Your attacks always hit. But a draw of a card from your PERSONALIZED modifier deck can modify the damage (-2,-1,0,+1,+2, x0, x2) modifier can depending on class also have additional benefits.
  • Cards used (except xoue class basic actions) go away aftet the use and only retuen in a short rest. Some specially strong cards only in a long rest
I have Jaws of the Lion. Played only once. It was a fun combat puzzle.
 

While not wholly innovative, I do really like how combat works in the Warhammer the Old World RPG.

When hit in combat, the player gets to decide whether they get Staggered, Fall back or Fall Prone. All have their benefits and drawbacks but I really like the dynamism that this produces in a fight.

Getting Staggered means that if you get hit again while already Staggered you get a wound instead (roll a d10 on a wound table, roll an extra D10 for every wound you have and the result gets worse and worse). No HP to keep track of, just "wounds" of which you won't have many before you're out of action.

Not as crazy or out of the box as other ideas shared here, but I quite liked this and have never enountered it before in any other system.
 

I think Into thd Odd, Cairn, Liminal Horror and other games using that system might count here. Basically in combat you go straight to rolling damage and hit protection, always a low value, may or may not keep you in the fight. If you lose your HP (yes, yes) you immediately experience stat damage and a critical result depending on which stat is affected by the attack and roll on some very creative charts. Basically Into the Odd and it's brethren are all about modeling immediate dire consequence in combat to reduce its utility as a problem solver (well that's my take snyway).
 

While not wholly innovative, I do really like how combat works in the Warhammer the Old World RPG.

When hit in combat, the player gets to decide whether they get Staggered, Fall back or Fall Prone. All have their benefits and drawbacks but I really like the dynamism that this produces in a fight.

Getting Staggered means that if you get hit again while already Staggered you get a wound instead (roll a d10 on a wound table, roll an extra D10 for every wound you have and the result gets worse and worse). No HP to keep track of, just "wounds" of which you won't have many before you're out of action.

Not as crazy or out of the box as other ideas shared here, but I quite liked this and have never enountered it before in any other system.
Interesting. The Dark Eye 5e RPG also uses a Wound track.
 

Sorcerer = opposed roll determines who goes when, who wins action, how well action is = all in one roll.

Pasion de las Pasiones = attacks are based on what you did or prepped or who you slept with in the scene and lead to making someone have a emotional breakdown (death can still happen too)

Deadlands Classic = Actions are taken in order of poker cards you pull, you get multiple actions (cards) and can use them for special Reactions too.

Night Witches = plane air strike attacks as group duty rolls, resolved by 'how well we got home' instead of 'how much damage we did'.
 

I'm looking for truly original RPG combat systems that do things very differently from TSR D&D, WOTC D&D, Runequest, RoleMaster, GURPS, Savage worlds and any other Classic or Neo-Trad systems we are well aware of around here.

As an example, in Forbidden Lands, there is an optional rule that uses a deck of unique maneuver cards.
Lace & Steel did card-based rpg combat in '89, and I'm not convinced that was the first. True originality is probably a fools errand. Greg Stafford already had all the ideas before today's designers were born. ;)

In terms of relative originality, Lace & Steel's combat does score high: it simulates fencing with attacks on high, low, or middle lines, parries, feints, and a lot more.

Honor & Intrigue's maneuver-based approach to combat is fairly original too, as is Stara Szkola (already mentioned).
 

Recent & Upcoming Releases

Remove ads

Top