This is the second part of my
world-building escapadesEssentially, I want to create a custom combat system (really an entire homebrew, but we have to start somewhere) which fits well with the world. Unlike the world-building project, this is much more dependent on user suggestions and input and is more of a collaborative effort. I will try to write about the topics in order, but feel to suggest in whatever order you like.
Please give the suggestion in
bold, and then its details.
Italicize any mechanical stuff (numbers, dice rolls etc.). This keeps everything clear and orderly.
Here are a list of goals I'd like the combat system to have (in order of priority):
1. Realism
2. Small learning curve, but not shallow
3. Not too much crunch
4. Not too much book-keeping
5. Results should be based 70% on PC skills/stats, 30% on the Player's cleverness
Some limitations:
1. We may only use d6 die (why? because everyone has d6 and because they are easy to replace)
2. We may use a standard 52-card deck (if necessary)
3. No math beyond basic algebra and statistics
Here are the things we need to consider to build this system:
1. Before the battle
- Inherent biological characteristics (stats/abilities): This represents the maximum, inherent potential of a combatant
- Learned characteristics (skills/combat styles/techniques): The combination of applicable knowledge learned through experience and training
- Tools (weapons/armor/items): Involves the characteristics of the tools of combat, determined by its material and craftsmanship
2. During the exchange of blows
- Time (preferably "real-time", like GURPS or Riddle of Steel): Basically I'd like to have combat done in "time-slices" of arbitrary size, where actions occur according to the combatants speed
- Space (No tactical map will be used, so we need get creative): I won't be using a game map, so the spacial environment needs to be described in a concrete, usable way. Movement within this space, also goes here.
- Accuracy (Whether and where, the attack hits): One of the "big two" of combat, the other being "Force". Whether the blow hits is fairly easy to determine, where it hits is not so easy. I want to avoid book-keeping, but it is difficult to be realistic without combat locations.
- Force (The "hardness" of the hit): The other of the "big two", represents how much harm the blow does (the harm need not be physical, a strong or expert blow can knock a weapon away, or stun the opponent)
- Tactics (Elements which affect the above four; high ground, footing, visibility, numbers etc.): This is what separates combat from a mere skill check and what actually makes it interesting/deep. Everything from feinting to differences in terrain to trash-talking falls under this
3. After the exchange of blows
- Bodily harm (Wounds i.e damage to tissues and organs): The big question is how is this represented? HP? Wound Levels? Something else? And even bigger, how do we minimize book-keeping, despite the fact that this sort of harm is more permanent
- Mental harm (Shock from a hit, fatigue, fear, anger): Affects the next immediate exchange, but usually little else. Again, book-keeping kept to a minimum, how?
- Change in condition (caused by the above two; stunned, bleeding, knocked over, crippled etc.): These are the manifested effects as the above two accumulate.
4. After the battle
- Recovery through rest: Should really only work for small wounds (cuts, bruises, sprained muscles, muscle fatigue)
- Recovery through medicine (drugs, first aid, bone setting, surgery etc): For the vast majority of injuries. Medicine in Tsust ranges from primitive herbal-ism to powerful purified drugs, and advanced surgical techniques
- Recovery through magic (uncommon and expensive, but miraculous effects): For the severed limb, the catatonic, the paraplegic and the dead, party member. Usually is an entire adventure in itself
If you guys feel I missed something, go ahead and post it and I'll add it to the schema.
A few words about combat in Tsust.
Most combat will be between humans, as the world is human-dominated. Combat may also include beasts and creatures who are likely primitive and unskilled, but have evolutionary adaptations which make them dangerous (sharp teeth, strong limbs, claws, etc.). Other more exotic creatures, usually created as a result of magic, may or may not be sentient, but will almost always have some special ability or aspect making them unique (e.g ghosts cannot be harmed by normal weapons, ghoul's cannot move beyond the place they haunt etc.).
As above, combat should be realistic (or as realistic as it can be in a fantasy world) but should not be bogged down by numbers, book-keeping or rule-tracking. Death is a real thing, but not the be-all, end-all. Magic can be used to commune with ghosts, summon spirits, even bring back the dead, but often at great cost or risk. The PC will have "divine protection" (this is an actual in-world phenomenon which I will describe in the world-building thread), which entails some sort of "Fate Point" system giving them some laxity regarding death. However, few, if any, battles will be to the death. I wish to emphasize this point through the combat system (particularly the "Mental Harm" section). A group of bandits may scatter if their leader dies, animals tend to flee when they get injured and so do humans.
But this holds true for the PC as well! Part of combat is learning to pick your battles and retreating when things seem to dangerous. To that end, no matter how strong the enemy, there is a way to get out or flee the situation. Deescalation (through speech, bribes, even begging) is important, and so is intimidation and mercy.
As for the mechanics itself, I am leaning toward a system which has great number of base characteristics (i.e stats) that are almost never used but that combine in different ways to create a smaller subset of characteristics which are used often (i.e derived stats). The former are set at birth and represent maximum potential, which are only changed by serious trauma (severed limbs, brain-damage, nerve-damage etc.), the latter are the day-to-day variables which change easily and temporarily.
Of course I am open to anything (within the limitations I stated above) and nothing is set in stone.