I've been trying to figure out new
combat systems. After my last real play session, I had an issue once
or twice with Initiative and with exact distances in combat without
using a play mat. But on top of that, I had an issue with fighters as
a class. How does a linear +1 two hit at first level be fun and
interesting to play? They can't even tank very well! This, on top of
making the game easier for new players to pick up and learn, made me
think of a new system.
I still really like 'theater of the
mind' style gameplay, and I want to preserve the idea of Fighters
being really damn good at fighting, even at first level. So, in order
to fix this, I introduce to you the Combat Dice system. This is a big
change to TheManse Roleplaying system, but I hope it really strikes
an identity for itself.
Combat Dice System
Every class has a
combat die. It is used to gain HP, to determine initiative, and to
deal damage. At first level, if your DM is a big softie then take
your maximum possible roll with your die for your health. Otherwise,
roll as normal.
Magicians
get d4
Rogues get
d6
Clerics
get d8
Fighters
get d10
At the start of
each combat round, roll your combat die and add your strength to the
roll. This determines your initiative, with bigger numbers going
first. You can choose to attack, defend, harry, or do something else.
When
attacking,
you can choose any target to attack as long as they haven't been
defended this round yet. You will roll 1d20 vs target AC, with
matching or beating the AC letting your roll your class's combat die
in damage to the enemy. If you roll a 6 or better, you get advantage
on your attack. If you roll a 10 or better, you can make two attacks
with advantage.
When
defending,
you can choose either to defend yourself or to step in front of an
ally and defend them; taking all attacks they would take on yourself.
Roll your combat die and add the amount to your AC for the rest of
this round. If you rolled a 6 or higher on your combat roll, all who
attack you get disadvantage. If you rolled a 10 or higher, you can
defend 2 people.
When
harrying,
you harass the enemy and perform a combat move against them. This
includes stuff like pushing them back, tripping, throwing sand in
eyes, disarming, and so on. If you get 6 or higher, they get
disadvantage on their save. If you get 10 or higher, you can harry 2
people who take disadvantage on their saves.
When
doing anything else,
your combat roll just determines when it happens.
Positioning
If an ally defends you from an enemy, you can't attack that enemy
since your ally is in the way. If you have a ranged weapon, this
isn't an issue.
Weapons
Since damage is determined by class, weapons instead give special
powers and different bonuses depending on their size and type.
Hidden
weapons, like daggers and blackjacks and needles, let you do a sneak
attack if you sneak up on the enemies, granting a free attack that
automatically hits and deals your damage. Rogues get bonuses to this.
Balanced
weapons, like a sword, mace, hatchet, spear, or other similar weapon
grants +1 to your combat roll each initiative round.
Great
weapons, which includes almost everything two handed lets you upsize
your damage die by one and let you win initiative ties if your
opponent has less reach then you.
Ranged
weapons let you shoot at enemies at range, even while being harried
or defended. If you aren't surprised on the first round of combat,
you get to shoot at any enemy and make a regular attack roll.
Monster
Combat Dice
There are 4 ways monsters determine their combat roll and initiative.
There
is priority
initiative. These monsters always go either first or last. Goblins on
coke always go first, sludge beasts always go last. Because they
don't actually get a combat number, they don't get any special
advantage on their attacks.
There
is basic
initiative. This monster always uses the same number for their combat
roll. Zombies always go on a 2, Man-Eating Tigers always use an 8. If
a monster has 6 or more, they will always
get advantage on their attacks and inflict disadvantage on those who
attack them while they defend. Obviously these monsters will be
extremely dangerous.
There
is variable
initiative. This works best for 'tactical' monsters or humanoid
characters that you will fight quite a while. By using a variable
number, either their own combat dice like d6 or d8, or using a d4+2
for a smaller range of 3-6, it's not possible to always know if they
will have advantage until after the roll is over.
Finally,
there is context
initiative. This works on a number of player inputs first, with the
monster going after that number of players is gone. This type is
reserved for powerful bosses who need to be understood and to give
the players a fighting chance. If you know that the boss always goes
after a single party member gets a turn, then you will always have a
chance to attack once or to defend a weak party member before it
unleashes its deadly attacks or magic powers.
Monster
Progression
Monsters do not gain AC or to-hit as they get higher level. Their HD
determines their basic saving throw, their health, and they get +1
damage on a hit per HD.
Fighter
Progression
The combat dice system cuts out a lot of modifiers. Because d20
attacks are no longer a function of adding many modifiers, it's just
dice vs the target number, which keeps things simple. Fighters are
still the best at fighting due to the amount of dice they get to
chuck out.
Instead
of linear scaling in terms of hitting targets; Fighters instead get
+1 to hit every even level. Ever odd level they can instead learn
Special Moves.
Special Moves
Whenever you spend time training with an elderly sensei or retired
old blacksmith, Fighters can learn new special moves. Special moves
either recover a combat roll of a certain number or more, OR they are
limited to certain number of uses per day or in combat. Some trainers
may charge wealth or a quest to learn their secret moves.
Each combat move is tied to a stat. Most are based on Strength,
Dexterity, and Constitution; but more supernatural and tricky ones
may be based on mental stats. To learn a special move, you have to
roll a d20 + this stat modifier + your level and meet or beat a
target number. You can only try to learn a special move once per
level. Failing means you cannot grasp your tutor's teachings and have
to return once you've become stronger and wiser.
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