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Let's Talk: Fantasy Games Combat Systems
Runewars was/is fun but that game could have used a few dice for good measure.
I've been eying up Clash of Cultures and almost grabbed a copy last week, but decided against it.
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What I tend to not favor is pausing the action of the main game to setup a mini-game to resolve combat. I'll tolerate it to a point, especially in games like Fury of Dracula or Merchants and Marauders where combat isn't common. Then there are games like Dungeon Quest and Horus Heresy where I feel like the combat is more of a distraction from the main game causing focus to be lost.
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Shellhead wrote: Though it's a CCG instead of a boardgame, I really liked the combat system in Jyhad, aka Vampire: the Eternal Struggle. Complicated but nicely thematic. The default is easy: two vampires walk up to each other and slap each other for one point of damage and then the combat ends. But depending on cards play, there can be maneuvering to determine if the combat at close range, possibly even a grapple that prohibits use of weapons. You might break your opponent's weapon or steal it. the combat could potentially go on for several rounds, and could even end in a decapitation. Opponents might be anything from regular humans to werewolves or even ghosts. You might use a magic spell or a chainsaw or even a rocket launcher.
This sounds really cool. Is there anywhere I can see more details of it? How easy would it be to port it to a boardgame?
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If I had audio on my work computer, I would tell you where to fast forward to a sample combat. I will look into that tonight.
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-- The hit/miss dice (my favorite take on the system was in Siege of the Citadel, where you could upgrade your dice with stronger weapons/leveling)
-- Tiered Combat (Samurai Swords/Nexus Ops, others) where powerful units fire first, take casualties, next most powerful units, take casualties, so on and so forth. Always the painful choice of sacrificing a weaker guy that hasn't fired yet or a powerful dude that has already fired but cost you a lot of resources to get into play.
I will give an honorable runner-up to the most misplaced combat system of all time, DungeonQuest (FFG). I'm talking about the card combat. Delicious blend of reading your opponent, bluffing, and this nice little dance of building up toward a mega-death strike.
Completely out of place as a good duel could take three minutes, whereas the game could kill you with a card flip otherwise in 10 seconds. Way out of place.
I wish they'd thought to make a DungeonQuest spin-off battle game based around the system. Different warriors with special cards, play a best-of-3 duel. I think the reaction to the combat was so negative but for the wrong reason, that they may have thought it was a bad combat system. It wasn't, it was great, and could have carried its own game.
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