I once saw a blogpost about this
concept. I think it had something to do with “cinematic combat”
and used a picture of the Lurtz fight in The Fellowship of the Ring
film with pictures as an example of the combat system. I still can't
find this blogpost again after like a year, so I think I'll just
write out my thoughts and outline the concept.
Basically I had this concept for highly
abstracted, “cinematic” combat for a while now, but never found a
good way to implement it in a game. This is very experimental, and is
more for a “storygame” as opposed to a regular tabletop
roleplaying game's combat system.
Edit: I actually found an old blogpost where I described this combat system already. This post still helps explain it better, so I don't think it's redundant.
Edit: I actually found an old blogpost where I described this combat system already. This post still helps explain it better, so I don't think it's redundant.
Unlike
normal games, characters don't deal damage. The “Fighter” class
still exists and probably just gets a +1 to hit each level, which is
very powerful in this system. Players still have Hit Points of their
own, as well as AC and so on, they just don't carry weapons that deal
damage. Instead, all weapons deal as much damage as they are
fictionally capable. Monsters deal regular damage and players get
normal defenses against it, to keep it from feeling unfair or that
the DM is “sniping” players.
When
you attack another human or an orc, for example, a spear will kill on
a successful hit if you aim at their heart or throat. All combat
attacks are “called shots” in other words. Monsters use an AC
equal to their normal AC of that body part. If the attack is intended
to be lethal or a “killing blow”, they add their HD to their AC.
Because of this, armor only applies an AC value to the parts it
covers; logically, monsters and people will try to cover their vital
spots; poorer bandits will only cover their chest and head with
armor, for example. This also applies to weapon hardness and material
toughness; no normal blade can penetrate a dragon's scaly hide, and
as such a normal blade cannot harm a dragon. You will need a magic
sword- weapons only deal as much damage as they normally could do. Magic weapons bypass armor or deal extreme damage through their physical mechanics, not simple +1 modifiers.
Of
course you can perform less deadly attacks to more vulnerable body
parts to weaken creatures. Chopping off limbs with an axe, or
performing drag cuts to cause bleeding, which can still be lethal if
a living creature loses enough blood. Certain monsters, such as
golems, zombies, or oozes, will become nearly unkillable due to this
system- only a full destruction will fully stop them. As such, fights
with these creatures more become about driving them off or disabling
them in order to move past them.
This
system means that Fighters will more or less keep up with creatures
and need to spend turns rocketing for lethal attacks; since monsters
don't deal any more damage then normal, you could instead use this
system against players as well, making every character much more
vulnerable. Having special features like a mutation to grant a second
heart or an iron-hard skull suddenly become much more valuable then
just having a +X to AC or maximum Hit-Points.
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