Sunday, December 6, 2009

Combat mechanic

Two equally-level-matched opponents enter the fray. They each have some initiative value determining who 'goes first'. If you have the initiative on someone else, you get a +1 bonus.

When you attack someone, you could both get hurt. You both roll a dice pool according to your abilities. For example, a fighter character with a sword and light armour who is pretty good might roll 3d6 + 2, plus another one if they have the initiative.

Whoever loses takes the difference in damage.

Lower-level NPC opponents take the average in order to speed up the combat, but every NPC party always has one 'leader' who rolls every test opposed.

Character ability determines the number of dice
Weapon type determines the number of sides per die
Weapon reach, initiative and armor provide simple +1 modifiers to the total

Better armor isn't just a health buffer. Armor allows you to fight more confidently, be more aggressive and less defensive, and so contributes to your ability to inflict damage through increased general combat effectiveness.

This approach will mean that instead of taking turns at throwing 'free punches' at eachother, a combatant will need to consider seriously the chance of suffering damage against a superior opponent.



You act in initiative order, but defending an attack (well being engaged in one) takes your action, so people with the highest initiative get to pick their enemy and so could choose to take out weaker opponents first, etc. 

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