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Let's Talk: Fantasy Games Combat Systems
- ChristopherMD
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- Road Warrior
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- Dr. Mabuse
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For example I have a Centaur (3/4) attacking an Ogre (6/2) and as you can see they have the same overall power (12). The difference is that the Cen will hit the Ogr for every 2 rolled on 3 dice. The Ogr on the other hand will hit the Cen for every 6 it rolls on 6 dice. Hits do not reduce the number of dice rolling so combat resolution is pretty quick (though the whole battle takes a bit of time).
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I know it's an RPG but I always liked the GURPS system. I loved that you could target the head or any body part you wanted to and I liked that you could describe pretty much exactly what you want to do and the GM would just come up with a difficulty for it. It made combat a lot more fun than normal.. I once saw someone kick a guys head clean off... it was two big rolls but he made them both and that's all it takes.
Cutthroat Caverns has a great system too as far as a simple card game is concerned. I like the quick back and forth of the system and I really liked that only the final kill gets points for anything.. which is a throwback to old D&D but a fun one that is used really well and has a huge impact on the game.
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I'm no expert with combat systems but I've always liked Descent 2nd ed.'s system. It's very intuitive for a dungeon crawler/rpg style game. I didn't really play D&D 4th but I think it's kind of that idea of grid combat. Works great as a board game, maybe not so much as an rpg.
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The combat system in Runebound also makes for rather long combat sessions where you don't always get what the other players are actually doing. But the good thing is that you can say your target number out loud and then roll your dice for all to see. And the three rounds of combat results in an ongoing tension since you always have one of the three your are better at or one you really don't want to fail. It also has a decision then luck-structure which I prefer. Doing stuff with your dice afterwards (as you do in WoW:tBG and Descent) is a cool thing, but it reduces intensity and makes your result not be immedately recognisable as good or bad. On the other hand having a bad result you can then manipulate into something potentially good (for instance by using rerolls granted by dice) can be a lot of fun.
Another great combat system is the one from Chaos in the Old World. Hitting on 4-6 is nothing special, but the exploding sixes are such a wonderful thing.
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- Dr. Mabuse
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Yeah, I still couldn't full grasp it. When I thought I understood it I would conduct combat using the digital version (can't remember it name right now) and get different results than what I thought I would. Traded it off for Star Wars Epic Duels as it would see far more play with the Nephew than Magic Realm.Gary Sax wrote: An interesting one is Magic Realm. No one has really ever run with the fundamental genius of the speed/heaviness movement chits as health/attacks and streamlined it. If it were less overhead, I think a version of that system could be my favorite fantasy battle system. It creates distinctions between fighting styles extremely well.
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There should be less focus fire (when dealing with multiple enemies), wounded figures should be less effective, etc, etc.
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Dr. Mabuse wrote:
Yeah, I still couldn't full grasp it. When I thought I understood it I would conduct combat using the digital version (can't remember it name right now) and get different results than what I thought I would. Traded it off for Star Wars Epic Duels as it would see far more play with the Nephew than Magic Realm.Gary Sax wrote: An interesting one is Magic Realm. No one has really ever run with the fundamental genius of the speed/heaviness movement chits as health/attacks and streamlined it. If it were less overhead, I think a version of that system could be my favorite fantasy battle system. It creates distinctions between fighting styles extremely well.
Yeah, it's too complex once you introduce multiple person combat. But the fundamentals are, in my mind, so much more thematic and reflective of a brutal fantasy fight than adding or subtracting dice to hit or wound or whatever. In fact, this inspired me to write up a mechanic review... it deserves it.
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- hotseatgames
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- metalface13
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If we're including RPGs I love the combat in Dungeon Crawl Classics. It's simple, but a lot of fun and really encourages players to role play their attacks with descriptions. It's got lots of cool crit charts too.
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- Dr. Mabuse
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metalface13 wrote: It's not a fantasy game, but Marvel Heroes has my favorite combat system to date. Each hero/mastermind villain has three attacks and minions have 1-2 attacks, rated yellow, orange and red. Characters have three stats, strength, speed and outwit. Each attack is sort of aligned with a stat. In combat players secretly choose which attack they are going to use and then roll dice. It sort of combines "rock, paper, scissors" with dice. It's fantastic.
Yes, metalface, yes. Love that combat system. Revealing what power you're using against a villain's is so full of narrative that you could envision the battle as it unfolds.
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