Combat as Blood Sport
Thomas Blackshear, Elfspire
It's still damn risky, but it involves a touch more team-work and tactics.
COMBAT STATS:
- ATK: Bonus to Hit (Base 0)
- DDG: Difficulty to Hit (Base 12+DEX if unarmored)
- ARM: Damage Reduction (Base 0)
- PRC: Damage Bonus (Base 0)
- SPD: Actions per turn (Base 2). Everything is an action.
If a person adds a penalty or boon to a combatant, it is that person's job to track the penalty or boon and duration. Sticky notes will be useful.
BASIC COMBAT GEAR:
Armor
- Unarmored: DDG 12 + DEX, ARM 0
- L. Armor: DDG 10 + DEX, ARM 1
- M. Armor: DDG 10, ARM 2, Bulky, No Magic-Users
- H. Armor: DDG 8, ARM 4, Bulky, Fighters Only
- Shield: +1 ARM, Shatter to negate all damage from 1 attack.
Melee Weapons
- Fist: +STR/DEX, d4
- Dagger: +DEX, d6, if using 2 daggers, roll damage twice and use the highest result for damage.
- Sword: +STR/DEX, d8, or d10 if 2-handed.
- Greatsword: +STR, d12, must be 2-handed, bulky.
Ranged Weapons
- Ammunition: All types of ammunition have a d8 usage dice, rolled after combat. (If it rolls a 1, reduce to a d6, then a d4, then it runs out.)
- Bow: +DEX, d6, DISADVANTAGE in melee.
- Longbow: +DEX, d8, bulky, DISADVANTAGE in melee.
- Crossbow: +DEX, d10, bulky, action to load.
Anatomy of a Combat Round
Roll under DDG to act before enemies. Those who fail act afterwards.
You have SPD actions.
Attack: Roll d20+ATK to hit a target in range. On success, roll DMG-ARM and reduce their HP by the result. Each attack after the first takes a stacking -3 penalty to ATK.
Stunt: Attempt to change the situation in some way. Knock an opponent over, disarm them, etc. The DC is 10 + their HD. Stunts are an excellent way to apply a -2 debuff to a target until the start of their next turn, if you can describe how that debuff applies.
Flee: Escape the combat area. On 2-in-6, opponents successfully pursue, or on 1-in-6 if you drop something they want or create an obstacle for them.
Class Interactions
Classes should probably do more than just interact with combat, but here is a basic system for their combat interactions.
Fighter
A. +3 HP, +1 ATK & PRC
B. +3 HP, +1 ATK & PRC, Reduce Multiple Attack Penalty to -2
C. +3 HP, +1 ATK & PRC, +1 SPD
D. +3 HP, +1 ATK & PRC, Reduce multiple Attack Penalty to -1
Thief
A. +1 DDG, +d6 DMG if undetected.
B. +1 DDG, Backflip to safety on a DDG roll of 18+. +2 to Stunts
C. +1 DDG, +2d6 DMG if undetected, +1 SPD.
D. +1 DDG, +3d6 DMG if undetected, +4 to Stunts
Magic-User
A. Enhance (+2): Target gains +2 to ATK or DDG until the end of their next turn. A target may only be enhanced once per turn.
B. Meta-Magic: As an action, add +1 MD to a spell you cast on your next action. This may cross turns, but if you take damage between those turns this effect is lost. The added MD cannot be retained, and should be rolled separately. If this MD rolls a 5-6, trigger a mishap.
C. Enhance (+3): You may now enhance a weapon's PRC or the ARM value of worn gear.
D. +1 SPD, Slow: Target saves or takes -1 SPD on their next turn.
Let's Imagine Level 1 Combat
Ariana the Fighter, Baxter the Thief, Cizix the Magic-User vs. 4 1-HD Goblins
Round 1
Baxter & Cizix won initiative
- Cizix enhances Baxter's DDG & Ariana's ATK
- Baxter rushes forward and attacks a goblin (HIT!) He rolls 1 & 4, 4 is enough to take out the first goblin.
3 Goblins Act
- Two pile onto Baxter (Miss & Hit), Baxter takes 3 DMG (-1 from L. Armor).
- One rushes Cizix (Miss)
Ariana Lost Initiative
- She rushes forward and takes a swing (HIT, barely) 1 DMG to a goblin
Round 2
3 Goblins Act
- Two attack Baxter (Miss & Miss, despite the fact that Baxter's DDG enhance has worn off)
- One continues to attack Cizix (Hit) 3 DMG, Cizix has 2 HP remaining.
Ariana, Baxter, & Cizix Lost Initiative
- Cizix withdraws & enhances Ariana's ATK
- Ariana STUNTS the goblin by feinting to lower its DDG (SUCCESS) then attacks (HIT & KILL)
- Baxter Attacks (Hit & KILL) then attacks again (MISS due to MAP)
Round 3
Baxter & Cizix win initiative
- Cizix enhances Baxter's HIT and their own DDG
- Baxter attacks (Hit for 3 DMG), and again (HIT & KILL)
Battle Summary
- Ariana: 1 Kill (8/8 HP remaining)
- Baxter: 3 Kills, (4/6 HP remaining)
- Cizix: 0 Kills, 3 Assists, (2/5 HP remaining)
Reflections
- The buffs felt good, but not wildly OP. Attacking the MU forced them to make decisions.
- Roll-under DDG for initiative felt a little weird, but worked. I can see MUs buffing slow character's DDG to get them into the action quicker.
- Initiative made a difference in what buffs to apply.
- Stunting seems cool and good. Remember the monsters can do it too.
- Smart monsters should always kill the MU first, or have their own MUs to buff them for balance.
- Yes, SPD means that MUs can cast more than 1 spell on a turn. If they want to burn out all their MD like that, cool.