Showing posts with label Combat. Show all posts
Showing posts with label Combat. Show all posts

Wednesday, December 4, 2024

Hits as Perils (Hit-Points Rework System)

But aren't they though? Hit Points are kind of unnecessary beancounting that gets in the way of fun.

Note; This blogpost is partially a shitpost based on the above comment, which is in itself a bit pretentious and shitposty. I don't seriously have a problem with hit points, nor any disconnects they may cause with the verisimilitude of the game world- such as high level characters being not threatened by lesser weapons. This can be explained away easily. Plus in terms of it being beancounting- I've personally never experienced any annoyance at keeping track of HP. If anything, players seem to enjoy having a rolling HP total to keep track of, the one figure on their character sheet that is the most pressing and important of them all. After all, if that number reaches zero, you'll die- it's more important and interesting to keep track of then say weight or rations. Plus, Hit-Points are probably one of the strongest metrics of risk-vs-reward gameplay and the most obvious "resource" of the resource management common in roleplaying but especially in OSR play. You have a clear and obvious sign of how much danger you are likely in at any given time simply by knowing how damaged you are- knowing roughly how much damage a failed roll or an enemy monster will do gives you more tactical decision making then if, say, a game simply had every hazard have a small chance to kill you.

However, especially in progression-based games with growing health pools, combat encounters with multiple damage and healing events in any given combat- monster attacks and spells, healing potions or allied spells, inspirations and temporary HP, etc- these can be a bit distracting and take away from the immediately interesting part of simulating a game world; the threat in front of you. This concept made me think of how to streamline or move the Hit-Points and damage system of a generic roleplaying game into being something simple and easy to understand, quick to adjudicate, while also being able to plug in to as many existing systems as possible to avoid friction.

One system that has a non Hit-Points systems is Into the Odd. Now technically it does have Hit-Points, but these are more like a shield before you take damage to your Body stat, which also reduces your ability to fight or take further damage. (At least, that's how I remember it working- I could be totally wrong. Been a long time.) I actually like this system for a lot of reasons over a traditional Hit-Point system, since taking damage also impacts your ability to deal or sustain further damage- a more realistic take on injury that, while it can result in a death spiral, makes taking damage more meaningful. Traditionally; a character with full HP and one Hit-Point remaining have the same ability scores, same movement speed, same power of spells or attacks, and so on. It doesn't have to be realistic by any means but I think it gamifies the concept of taking damage or injury TOO much, making it harder to simulate and create situations that feel at home in the game world itself. As such, these combined factors lead to this very rough concept; The Peril System.

The Peril System
Whenever you are hit by an enemy attack, struck by an offensive spell, caught in a trap, encounter a natural hazard, or otherwise take any form of damage or risk- you encounter Peril. There are two types of Perils- Peril and Mortal Peril. Standard Perils essentially make your situation worse, requiring valuable time, resources, or inflicting nasty status effects or weaknesses that will harm your ability to continue fighting or exploring. Mortal Perils work differently. When you are struck with a Mortal Peril, your character is essentially toast- the same as a monster with a very powerful attack or instant-death spell. So for example, a dragon's Fire Breath would deal enough damage to kill most characters, so it would be considered a Mortal Peril, as failure against it would be deadly. 

I also feel like I should mention here; all of this applies to the Players' Hit-Points, not monsters or NPCs. They still use normal systems. The idea is to get rid of player bean counting, but GM counting is par for the course.

This may make Mortal Perils sound extremely dangerous- but remember that the Peril is always done after your other form of mitigation or chance to avoid the danger. ie; Perils are the replacement for hit-point damage. So if a monster hits you on an attack roll vs your AC, then you are hit with a Peril. If you fail a saving throw, you might get hit with a Mortal Peril, and so on.

So if a monster hits you, instead of dealing damage, what negative thing happens to your character? It depends on the monster and situation. The general idea is that instead of standard damage, each infliction of an attack or spell does something negative and harms your character's abilities in some way. Some of this could be more mechanical (ie; dealing damage to stat points or causing morale checks), but the intention is that these are more flavorful, essentially roleplaying or game-world-simulating problems that crop up to make your adventure more difficult.

For example- a Goblin stabs you with a punji stick. Instead of dealing 1d4 damage; the wound washed clean or else you will get very sick and need to amputate the limb or die of infection. In mechanics terms, that means the party must have access to clean water in order to wash out your wound. They can expend a ration or a spell to use some water, or in some dungeons it would be trivial to find a clean stream to use instead. Note how despite not being a mortal peril, regular perils can still be very serious, it is still putting you in peril, just not immediate. It still represents a loss of either resources or weakens your party in some way, which is the point of HP loss, simply abstracted from numbers.

Instead of saying "my character's down twenty five Hit Points" in this system, you'd say something like "I'm sick, my shoes are melted to the floor, I'm blinded, and my damn hair is on fire". Both characters have taken the same amount of punishment and aren't looking too good.

Mortal Perils
Mortal Perils are a bit of a strange one. The idea behind Mortal Perils is to replace attacks that are dangerous enough to kill characters anyway; so attacks or spells that deal enough hit point damage to kill outright and that don't have another mechanic (like Save v Death) would feel about the same, but it may feel bad for a high level character to get instantly murdered by one bad hit against an otherwise regular enemy if it was strong enough to be considered "mortal". One simple concept would be that if the player characters are equal or higher level to the threat, then the 'Mortal Peril' becomes a regular Peril instead. ie; if you get bonked over the head by a troll's club as a staring character, your head gets smashed and you die, but if you're a high level character, the injury just stuns you for a round, dents your helmet, and makes you lose 1d4 points of Intelligence permanently. If you get hit in the head with a dented helmet, then it would be treated as a Mortal Peril instead, and so on. Simple way to incorporate player level into your survivability without using hit points.

The second Mortal Peril concept is to either use a simple lives system, or bennies, as an exchange to prevent instant character death. For instance, if you would take a Mortal Peril, you can give up one of your characters life tokens to just barely avoid death. You only have a limited amount of these and they do not come back per rest or even session- probably just per character. I really like the idea of starting with none of these actually, getting one per level up, and maybe healing or magic spells (such as Healing Potions) essentially restore these instead of healing hit points. So in-universe the healing potion is knitting together your wounds and restoring your vitality but in rules it's giving you back the one bit of protection you get from a one hit death. This is still basically a hit point system, just a much simpler and easier to track, so it doesn't 100% follow our guideline at the top, but I think it's a concession that makes the game more fun. I also think certain mechanics, monsters, or character classes could really add to a system as simple as this. Imagine if Paladins using Lay On Hands doesn't heal hit points, but instead just lets them give you their own life tokens as a way to protect their party members while sacrificing their own safety. Imagine if undead creatures that use drain life don't take away or restore their own hit points by suck away your "soul" temporarily, which means they basically steal a life token. But if you slay that undead, you can get it back, meaning you might be stuck in a dungeon in a lose-lose situation; do you go chasing after the ghost holding your last life token or do you take a risk on your return to the surface; with one lucky crossbow trap could kill you?

Final Mortal Peril concept- the DM picks a stat most fitting based on the Peril you are in and you can choose to half that stat permanently or die. Fail a save vs acid breath? Charisma halved. Yes, half, and the reason why it is a choice is because some people would rather just kill off their own character then continue on like that. I don't blame them. This could be its whole own post but for as much as the OSR/New-Weird/blogosphere loves their death and dismemberment tables, mutation tables, spell cataclysm rolls, their "scar" and "trauma" systems- people don't want to go on playing gimped characters, so just give them a choice to accept it and move on with a fresh character to roll. At least, that's what I would do with something this nasty.

Perils in Combat
The idea behind perils is to replicate the effects of HP. How do we do this in a fight? If you can take an unlimited number of perils, then characters can just fight forever without going down, right? Not necessarily. The idea is that perils put you in enough danger that you could be killed, but typically you'd need to get hit by a few or expend other resources (armor, one-time use abilities, lucky rolls, etc.) that eventually you could get worn down. As with the above example, higher level characters can downgrade certain Mortal Perils into regular ones- you could extend this concept to lesser Perils of a certain type. So in the above example Peril of getting stabbed by a nasty, shit-covered spear- a Paladin of a certain level may become immune to all earthly diseases. This means that for them? They can just ignore that Peril entirely. Would that make him totally immune to a goblin encounter? As per RAW, yes, which I think is fine. It's the equivalent of a high level character with tons of healing and action surges and the like all going into a fight against much lesser opponents; they realistically can't die from it so it's the same as not needing HP at all. But for most combat encounters, Perils work as a time, turn, and resource pressure as an HP replacement.

Regular Perils are also dynamic and can lead to character death and real danger. For example, a common peril of man eating monsters like Giants or Dragons may be a grab move. That Peril ties you up, meaning you can't attack and need to struggle to break free OR have a teammate come free you. But on the dragon's next turn, if you're still grabbed, it will attempt to bite your head off and kill you. The regular Peril has progressed to a Mortal Peril. The idea is the same as if you had been hit by a strong attack, and the same tension of being down to 1 HP and the next attack will kill you is the same here.

Status effects not specific to spells or abilities are also somewhat uncommon, but could be employed here. The difficulty is in keeping track. One example for a common catch-all sort of mechanic is whenever your character is bleeding. Since it doesn't have HP damage, whenever you bleed at all; the effect of the blood loss doesn't matter unless it's lethal amounts of blood loss or isn't bandaged (Mortal Peril?) so in this case, I would say that anyone who is suffering from a bleeding wound now enrages bloodsucking creatures; making them more likely to be targeted by them or having higher To-Hit rolls, stacking on more Perils, or potentially having the chance to upgrade a regular Peril into a Mortal Peril. Once again, we're starting to get into simulating the exact same thing as an HP system, so this still needs more ironing out, but I feel like there is a creative space here where this works. 

Next; Weapons. Weapons are interesting here because player weapon choices tend to be more impactful, where as NPC weapon choices are less important since it's typically just the numbers that matter. Some games or systems may include alternate rules as weapons vs AC To-Hit tables, but the idea of players switching up what armor they wear or protection they bring along vs specific weapons (if they even know what they're going against) seems extremely niche and silly. In this regard, the Peril system actually offers more interesting gameplay, because Perils could be unique to weapon types or even individual enemy weapons. Normally you don't care if an Orc is smacking you with a d8 Axe or a d8 Longsword unless you have some special feature that gives you an AC bonus against that weapon type or some extremely niche scenario like that. Having Perils fixes that and could make fights more interesting. An example being the triangular wounds of a bayonet being less immediately deadly then say a sword or axe, but being much harder to stitch up makes them an interesting peril on their own. Once again, this is an NPC thing- players will still have all the fun of normal weapons since they're still rolling damage dice and all that.

Finally; Armor. The removal of HP means that Fighters or tank-type characters are going to be less effective in this system, being as vulnerable to standard Perils as other characters are MINUS the normal effectiveness of their AC, their saves, etc. since Perils happen AFTER normal mitigation. With that being said, I still think making Fighters more durable even when they fail their rolls or protections is fine and fits the theme of the game. Maybe it's a class feature, maybe it's just inbuilt in the system. As mentioned above, common Perils will often do things like "dent your armor" or "give you a scratch", which are not dangerous in an of themselves, but a second Peril of the same type will likely have a much worse effect. This means that the strongest armor (worn by Fighters) still grants additional protection as would having a higher HP pool, keeping the class roles and feeling of gameplay similar.

The Big Peril Table
Finally, to round out this blogpost, here's a big list of Perils. These Perils are listed alphabetically based on the type of damage or spell, with possible monsters that use these attacks listed in the parenthesis. Use the search function to find a relevant list of Perils. 

To keep it interesting, each one has also been split into a d6 table, which you could randomly pick (whichever is most interesting) or roll on to keep encounters fresh. Higher numbers are also associated with more dangerous or costly Perils, so you could apply a simple modifier of +1 or -1, or have all enemies of a lower HD then the player character hit roll a 1d4 for the Peril instead of a 1d6, with higher HD enemies rolling a 2d6 and taking the better of the two rolls, etc. You get the idea.

Editing Note; about 80% through writing this table I realized I was just writing death & dismemberment instead of the idea of Perils that I had originally thought of. However, I think in the end it works, because perilous situations are too specific and situational to the fiction of the game world to be written in table format like this. In such a case, use the Peril concept as a method to weaken and add challenge to the game, and then this could be an additive version for more ideas, or an alternative De&Dis table for funsies. In any case, I hope you find some use out of it!

Acid (Slime, Ooze, Traps, Spells, Black Dragon)
If you're covered in oil OR can splash water on yourself immediately (takes a combat round if you have a bucket or can jump into a stream, etc.) you can lower the roll result by -2, but with a minimum of always 1.

[1] Your skin is red and blistered. You get -1 to Finesse/Lockpicking/Dexterity rolls until it has time to heal. If you roll this result while already blistered, reroll and take the new result.

[2] You jump away from the acid, narrowly avoiding it splashing on you, but you bump into the nearest large and fragile precarious object (like a giant urn) causing it to fall, shatter, and make a tremendous noise. If no large precarious objects are nearby, you bump into an ally instead causing them to get accidentally splashed with some acid and blistered (roll result one for them).

[3] You get a bit of acid on you. Each round you don't wash it, it burns through another layer. First round, puts a hole in armor and lowers your AC by -1. Second round, burns through your clothes and ruins your whole outfit. Third round you lose -1 Constitution as it burns your skin and flesh. You can also avoid this peril by spending a combat round throwing your armor off, but it will corrode away and be lost by the time you can recover it safely.

[4] Pool of acid forms around your feet as you jump onto an elevated surface like a table or large paving stone. The object is slowly sinking into the now weakened ground. You cannot move around to dodge or attack in melee. You can jump off yourself if you have Dexterity modifier of +1 or better, otherwise you need someone to rescue you. Requires a round from each of you to pull them to safety. 

[5] Nasty burn in an obvious place; hands or face. It heals but not right, -1 Charisma modifier the first time it happens. Every time after, simply causes immense pain and makes unable to do anything but roll around in agony until cool water or ointment is applied.

[6] Some gets in an eye. You go blind in one eye. If it happens again, it's the other one.

Arrows / Crossbow Bolts (Bandits, Elves, Demihumans, Archers, Traps)
Whenever you encounter an Arrow/Bolt Peril, your shield can block it if you're aware of the danger. Lower the roll result by -1 per AC bonus of your shield. If you get to 0, the arrow is stuck in the shield and has no other effect. Getting shot at by one archer is a regular peril, getting hit with a volley or an ambush by a group of highly trained archers is a mortal peril.

[1] The arrow misses you, but causes another problem. Flame arrow hits something explosive, giving you a round to run and jump or be exploded. Regular arrow hits your lantern you are holding, causing you to drop it and start a small fire. If you have a nearby animal or retainer that is not from a class feature (ie; not animal companion), the arrow hits them instead causing immediate serious but non-fatal wounds.

[2] The arrow narrowly misses and lodged itself in the hem of your robe, the soft part of your cap, or the end of your cloak and pinned you to the ground or wall. You can only move away if you pull the arrow out (takes a round) or by pulling yourself free, which rips the article of clothing.

[3] The arrow grazes your arm or leg. You are now suffering a minor bleed. The wound can be tracked by hounds, sharks, and intelligent humanoids if it is not bandaged up.

[4] The arrow hits flesh on an extremity. To remove it, you must push the arrowhead through the flesh and bandage up the wound. The cries of pain will be enough to alert nearby patrols of your presence or attract predatory animals unless you can succeed a save.

[5] The arrow lodges itself in your achillies tendon. You are temporarily unable to run or walk. After removing the arrow, your overland travel speed is halved for the next few weeks until it is fully healed- either taking longer to travel or rolling for two encounters per hex unless you have someone to carry you or you're riding a horse.

[6] The arrow has pierced a body cavity or was glued on the shaft with honey and now cannot be safely removed. Once the shaft is pulled free, the arrowhead will remain inside the body for the rest of the person's natural life, causing them a small amount of pain when moving that area. (If you want a more mechanical impact: -1 Dexterity permanently.)

Blunt Damage (Ogres, clubs, living tree branches, falling rocks)
You can receive the same perils in this category multiples times each with stacking effects.

[1] Bruises to the arms and legs. -1 Strength until you get a good's night sleep.

[2] Bruises to the chest and torso. -1 Strength AND Constitution. Heals after a few days. Alternatively? You can't hold your breath for the rest of the day. Doesn't sound that bad until you have to run across the poison gas pits, or hide from the scary revenant black riders, or swim down the one-way-water tunnel of death.

[3] Knocks one object you're holding out of your hand. The object is as damaged as it would be if you threw it against the floor as hard as you can; since that's what basically happened. You get to pick the object.

[4] Dents your armor or chestplate. You can't breathe right until you take it off, giving disadvantage on all rolls until you do and losing protection once you do. Requires a noisy bit of hammering over a day (or a turn with a Dwarf) to buff the dent out. If you aren't wearing chest armor, it just breaks a rib instead, making you lose -1 Constitution permanently.

[5] Crunches one of your hands. You have to bandage it and wait for it to heal up for a season before you can use it effectively again.  You get to pick the hand.

[6] Hits you in the head. You lose -1 Intelligence permanently and forget your name, how to get home, and favorite magic spell. If you're wearing a helmet, pick one of those three things and you'll remember it a few weeks later. If you're wearing padding underneath the helmet, you get to pick a second one, but you always lose the third.

Cold Damage (Ice magic, frozen enemies, ice fairies, abominable snowmen)
Every Cold Peril you are suffering from causes the next one to get worse, increasing the result by +1. If you get duplicates, just take the one above the one you rolled.

[1] You shiver, causing you to shake around anything you're carrying or holding. Only a real problem with a lit bomb. If you have a source of heat (torch) or are wearing heavy winter clothing, this only lasts one round, otherwise, one turn.

[2] Your teeth chatter from the cold, causing stealth to become almost impossible unless you can put something in your mouth to stop the noise. If you have a source of heat (torch) or are wearing heavy winter clothing, this only lasts one round, otherwise, one turn.

[3] Any liquids you are carrying (potions) freeze inside their bottles. This doesn't damage or waste them, but you do need to make a fire and spend a turn warming them up by it to thaw them out.

[4] One object you are wearing or carrying becomes brittle. Your warhammer is only good for one more attack, or it will shatter apart. Your breastplate cracks and deforms the next time you are hit, and so on. The object becomes dusted in ice and frost; if you can avoid using or damaging it will regain its normal toughness after it warms up in one turn.

[5] You develop hypothermia, losing -1 Dexterity per turn before you get warmed up. This requires at least a long rest to fully recover from.

[6] You are frozen solid. One solid attack by a blunt weapon or strong creature will shatter you into pieces (Mortal Peril). Until then, your party has to carry you around as a very heavy piece of "treasure" or encumbrance until they can find a place to thaw you out safely or use some sort of magic to restore you back to normal.

Curse Damage (ghost touch, cursed items, dark spells, ominous fog, witches, hags)
Most of the time, the effects of a curse or touch are already spelled out. This is more for getting his with dark magic or generic "damage" from occult sources. Armor offers no protection, but a protective talisman or holy symbol lets you roll twice and pick the least-worst result.

[1] Bad Aura. Everyone around you thinks you feel off and there is a feeling of unease. You make horses nervous and flighty, cats hiss, and babies cry. It goes away the next time you go to church.

[2] Three laughing skulls, bats, little devils, or inky black crow spirits start flying around your head. You get disadvantage to aim or spells and you can't look up as they are going for your eyes until you manage to shoo them away. 

[3] Supernatural Fear. Make a morale check or flee. Even if you succeed the check, you are still scared or nervous and get disadvantage on the next one until you calm down.

[4] Depression. Like a Dementor's kiss. Everything feels gray and meaningless. Character cannot do any kind of performance checks and will automatically fail any magic item or effect that requires a "will to live" or "force of personality" to be used. Chocolate helps, but can only be cured by the next time you or your party achieves a major victory.

[5] Your life-force was drained, causing you to look older and your hair to turn white. Whatever hit you with this peril has an object imbued with a glowing light, and you can restore your life-force by retrieving that object. If you're more hardcore, this can just cause premature aging that you can't really do anything about; this only becomes a mortal peril if you age up enough times that it could theoretically kill you from old age.

[6] Voodoo Doll. The next time it makes sense; you find a voodoo doll that looks exactly like you. You're stuck taking care of it; as any damage it receives is reflected on you. Any Peril that damages or messes up your inventory will effect the voodoo doll. If you drop your pack into the river, you will start drowning on land as the doll sinks, and so on. This one needs a curse-breaker to get rid of it.

Fall Damage (Birds, dragons, rickety bridges, air magic, shot out of a catapult)
I imagine most fall damage would count as a Mortal Peril, since there are few outcomes depending on the height and few ways to save yourself. However, if you want a more Perils-As-Hit-Points way to simulate fall damage, here are some ideas.

[1] Collapse into a heap of dust. When you get up, you need to dust yourself off, else leave a small smoke trail or cough and mess up your next spell incantation from the dirt on you.

[2] You fall onto your side and feel something crack. It's not you; but it is a fragile item on your person. Usually, just a single healing potion or a wand if you're magically inclined; but a more specific or important item can be broken instead if you don't have anything that could realistically break on impact.

[3] Crash through an awning, top of a wagon, or bundle of trees and carefully curated glassware. Besides being stunned for one round so you can't run away, the owner of the store or traveling merchant you just got flung into is going to be very angry and wants to implement a "you break it, you buy it" policy. If you're traveling or in a dungeon, just have yourself fall on your own camp or something idk.

[4] Breaks a leg. Requires an actual skilled healer to bind it up, and takes a season to heal. You can't flee combat and travel at half speed without a horse or wagon.

[5] As [3], but instead of into an allied or neutral force, you get thrown into a nest of vipers, a river of crocodiles, or dropping into the nest of a giant bird to be fed to her babies. You're still stunned for a round.

[6] You manage to catch yourself from a greater fall (mortal peril) but on an object that is slowly breaking or can't handle your weight; like a tree at the edge of a ravine or the last rope from the rope-bridge. Somebody needs to pull you up within the next turn or else it will give and you will plunge to your death.

Fire Damage (Flamethrowers, elementals, burning oil, dragon breath)
Fire hazards are the most chaotic. If you gain one of these perils while adjacent to an ally, they gain one too unless if they are fighting defensively or have some fire resistance. While this peril could be any that fit, I'd just make it a result of [1] to make it less harsh.

[1] Your hat, hair, or headdress is on fire! It will go out on its own in one combat round or in a few seconds unless if you jump, run, tumble (make a saving throw), etc. If you do this, then the fire spreads and get worse. Easiest way to fix it is to throw your hat on the ground and stomp on it. If it's not a hat you can easily remove, you'd better get our your knife and cut it off then instead.

[2] Singed. Eyebrows burnt off, black soot, cartoonishly blown back hair. You're coughing a lot and it stings; you cannot cast spells until you can wash it off in a cool clean stream or expending a water ration.

[3] Your whole body is tender and turned red from the flash-fire, meaning you cannot wear any clothes without extreme discomfort. Remove your armor and lose all magic properties and bonus AC until you cool off in a day.

[4] Crispy! Your outer clothes and skin are charred black or heavily burnt and singed. You leave a black trail of soot wherever you go and have a permanent black mark on anything you touch for the next 1d4 days. Any clothes you wear or objects you touch are permanently ruined and stained.

[5] You are engulfed in flame from head to toe. Stop whatever you are doing and run to the nearest source of water, fine sand, or something else to put out the fire. If you perform any other action the flame engulfs you and kills you. No, stop drop and roll doesn't work in medieval times, it wasn't invented until way later or something.

[6] One piece of metal touching you closely like a ring, helmet, or piece of armor is heated up so much it turns red hot. Your skin is burnt and fuses to the metal, meaning it cannot be removed without a skilled surgeon; akin to a cursed item. This is probably the most gross and unrealistic Peril on this list, but I think it's a cool way to do fire damage that isn't just "more burnt". 

Fists (Unarmed strikes, monks, martial arts, punching traps)
If you got your own fists up and are in a fighting stance, you can reroll a roll of [6] on this table. That's only if you get hit with a suckerpunch.

[1] Arms, wrist, or body blows of little impact. You are folding back from the assault, but otherwise unharmed. You have -1 AC against this attacker but only for the next combat round.

[2] Hits you right in the side. You get -1 Constitution until you sleep it off.

[3] Take it on the chin- your footwork is wobbly. -1 AC from all attacks for the rest of this combat and you can't make any complex maneuvers like tumbles or dodge rolls.

[4] Stunning strike! Karate chop to the sternum! You can step back and be stunned for one round OR you get hit in the head and see double; you have a 50% chance to miss your intended target. You also can't read any spellbooks or count up treasure for at least a day.

[5] Your attacker can disarm you and either take your weapon, throw it away in the most inconvenient place, or redirect your strike into the nearest ally; whichever is worse for you.

[6] Out cold. Takes a few hours or smelling salts to wake you up. You're totally helpless if you're in combat, and your party members will have to drag you around until you can be helped.

Lightning Damage (shocking grasp, lightning bolt, thunder magic, storm giants, static discharge, Diablo 2 beetles)
Lightning damage can only effect you if you're grounded (have at least one foot on the ground), if you are hit with a lightning peril while flying it doesn't do anything until you become grounded or the next time you are struck with a metal item (in which case it hits whoever hit you instead).

[1] Your hair goes spiky and you get a little singed. Doesn't do much but makes you look ridiculous, -1 Charisma until you can groom yourself.

[2] Uncomfortable buzz. Anyone who touches you gets a mean static shock and disrupts any healing or blessing spells used on you. Lasts for a day or until you touch water.

[3] If you're holding a metal object like a sword or lantern, you have to drop it as it sparks wildly. If you're not holding a metal item, then you just get a nasty shock and your armor gets a little magnetic; lowers your AC by -1 against metal weapons.

[4] Temporarily electrified; you shake and are stunned for one round. If you've gotten hit by another Lightning Peril this combat encounter, it bounces to your nearest ally and stuns them too. If they were hit by another Lightning peril before, then it chains off of them and so on.

[5] Knocked off your feet backwards from the source of the Peril in an arcing electrical explosion; 20 to 30 feet. Anyone you are directly next to or anything you were riding also gets blasted back but only half as far in a different direction.

[6] You get zapped really bad. Knocked prone, your heart stops beating. You'll die if someone doesn't do chest compressions for a turn (can't revive you during combat). Even if revived, you'll have seizures for the rest of your life unless restored by a powerful healing spell. (Once per session, the GM/DM can make you roll a save or you shake uncontrollably for two combat rounds. This is bad enough to make you fall off your horse.)

Magic Damage (Magic Missile, Arcane elements, Wizards, Familiars, Runic Traps, Spellbooks)
This Peril type is specific to flashy, arcane, wizard-y style attacks and spells; like magic missile or generic glowing energy beam wand/staff attacks. If you are hit by a spell that is elemental, then that element should be used first. If it's a telekinesis shove, use Blunt or Fist damage, If it's dark magic or from an evil witch, use the curse damage table instead and so on.)

[1] Blinding colorful lights flash before your eyes, causing you to make your next attack roll at disadvantage.

[2] Your skin is burned with arcane sigils and runes that glow in the dark. You can cover them with clothing. They seem really mystical and spooky but it's honestly just swearwords. Take multiple months to go away or if you know the trick you can just rub a crystal over them to scratch them off. You get -1 to saving throws vs spells while these runes are on your body.

[3] Random magic item that can be activated you are carrying goes off. To prevent this from being an easy TPK; the person holding the item can make a check to direct the magic spell towards enemies or in a direction where nobody can get hurt as long as they aren't distracted by another effect.

[4] Summons a 1 HD creature from another dimension either from your belongings, next to you, or jumping out of a portal to attack you. Its temperament and relationship to you is determined by a reaction check; it's permanently stuck on this plane until its killed or hit with another spell to send it back.

[5] One spell you know or have prepared at random has its effect reversed. The DM makes a secret note of this, but tells you that one of your spells HAS flipped,  just not which one. If you study your notes and spellbook you can remember the spell the right way to do it and the trap is no longer set.

[6] You are turned into an animal! Roll a d20 vs your Charisma. If you roll under, you get to pick something small, harmless, and maybe useful like a rat or a bat. If you roll over, the DM gets to pick instead. While in this form you can't talk or attack but have full control and memory over your old self, but are vulnerable to being stepped on or eaten. You also drop all your items and otherwise become mostly useless. Your party members can keep you in their backpack to keep you safe. The next time you sleep and wake up, you're back to normal.

Piercing Damage (Spears, dagger points, rapiers, Monster teeth, spike traps)
If you're carrying a shield, you can have that pierced through or shredded to avoid any one of these effects.

[1] Grazes you, leaving a scratch. Next time you roll for any Peril result add +1 to the roll just to make it a little worse.

[2] Presses hard into you, stopped by a small trinket that takes the brunt of the force instead. Minor damage to a spellbook, bed roll, or medical bag you are carrying.

[3] You get bitten or poked in the neck. The force was only enough to break the skin, but you still have trouble breathing and make all rolls at disadvantage and you cannot cast spells. You must spend a round to catch your breath to end the effect. If you're in a dusty tomb, a smokey tavern, or breathing in foul miasma or ash it takes three combat rounds instead.

[4] With a sharp point coming at you, you drop what you're holding and grab it with both hands in a life-or-death struggle. You get stuck holding a spear (or the jaws if it's a big monster) by the shaft with your hands and can hold it for one round until it overcomes you and pierces your chest (Mortal Peril). Somebody else must succeed an attack roll to force the enemy off of you. You can hold the spear for an extra round per positive Strength modifier you have.

[5] The tip pushes into your flesh, causing you immense pain. If you're getting bitten instead, the creature latches on. You're stuck in a lose-lose situation; prevents you from moving. If you do pull yourself off the spear, suffer bleeding and make all rolls at disadvantage until you can be bandaged up.

[6] You get stabbed or bitten right in the torso, causing you to go into shock and require immediate medical care or your condition will worsen. You will recover after one season but only with a warm bed, good food, and a dedicated healer. If you're missing one of those things, lose -2 Constitution permanently. If you're missing two of things, you suffer complications and die.

Poison Damage (Snakes, Poison Darts, Dart Frogs, Assassins)
If the poison is bad enough that simply touching it can hurt you, probably go with the Acid table instead. If an arrow or other similar threat is poisoned, you only have to deal with the poison peril instead of the arrow peril; not both.

[1] You just start throwing up everywhere. If you ate today, you lose that ration and will need another later once you can stomach food again.

[2] You start turning green and lose -1 points of Wisdom or Strength, whichever is most fitting to the poison. If someone sucks on the wound and spits it out, you'll recover in a turn, otherwise, 1d3 days.

[3] Your veins turn black and travel up to your face and eyes. You become unable to speak for a day, which means no spells.

[4] You become extremely feeble and sickly the next time you have downtime, losing -3 Constitution which you slowly recovery over a season. If you don't drink an antidote or chew medicinal herbs in the next three days, then you lose -1 point of Constitution permanently.

[5] You feel a looming sensation of dread, but no other ill effects thinking maybe it missed. If you don't do a folk remedy, drink an antidote potion, or have a healer watch over you constantly; you'll die in your sleep from the insidious, slow-acting poison.

[6] Immediately putrefies the extremity that was bitten. Every round, it spreads to the next part of the body towards the heart (finger to hand to elbow to shoulder to chest). Somebody has to cut it off before it spreads too far.

Psychic Damage (Aboleths, Mind Flayers, Horrorterrors, Magic mirrors, some magic items & traps)
"Psychic damage" in this case could mean actual psychic spells or enemies, or it more means emotional or brain/mental assaults as simplified and flavored through a fantasy lens. While the idea behind this Peril system is to avoid hit points, I think having points of sanity or whatever is fine as a way to soak the character-changing effects listed here. Maybe something like the roll result on this Peril table is absorbed with minor, curable effects equal to your Wisdom score, but once you exceed that, then the effects happen as written. Since these effects are purely mental and mostly roleplayed, they are more severe then the physical effects written on other tables.

[1] Your character becomes terrified for 1d4 rounds, being forced to run away or cower each round they fail a moral check or saving throw. If you're not in combat, save or scream and attract a wandering monster roll.

[2] You gain a minor phobia for whatever is causing the psychic damage or the last Peril category you rolled on. The phobia just makes your character intensely dislike and avoid it, but causes no other rolls or effects. If you get this a second time for the same peril, object, or creature the phobia gets so bad you run away screaming every time you encounter it.

[3] Your character becomes an amnesiac and forgets who they are or what they are doing for 1d6 exploration turns. During this time, their class abilities are removed and they can only do actions as an untrained commoner. They cannot cast any spells beyond first level/cantrips.

[4] You gain an imaginary friend. You must share half your treasure with the friend.

[5] Character's face is frozen in fear, rage, despair, or rapturous joy. This causes no loss of charisma, but they always act like this chosen face and cannot order or express things that go against this emotion until a remove curse is used on them. 

[6] Your mind is swapped with the nearest living thing, an ally, or the creature that caused this effect. You gain the abilities of that creature and vice versa, but are distinctly not them. If one of you dies, the other will be stuck in the original body. The two creatures must be kept in each others presence for about a year before they swap back to normal, and both must be present if cured with a remove curse spell or mindswapping power.

Sharp Damage (Swords, claws, cutting winds, blade traps)
Probably one of the most common types of damage in a game, so it's going to be the most common peril. All of them except a roll of one require a bandage item or strip of cloth to bind up in addition to their usual effects.

[1] Merely a scratch! Has no effect on its own, but the next time you roll for any Peril result add +1 to the roll just to make it a little worse.

[2] You dodge out of the way at the last second, but the cutting edge finds the nearest and least convenient bit of rope or fabric to sever. Could be the hood hiding your identity, the rope to the chandelier that now comes falling down towards your head, the leather strap keeping your quiver attached to you, or the jungle vine dropping a nest of killer hornets. Whatever it is, it's probably as inconvenient for the cutter as it is for you.

[3] Bleeding Cut. Persistent wound that drips a trail of blood that can be tracked by blood-seeking creatures. Adding an extra bandage can stop this effect for one turn, but it resumes afterwards until it fully heals.

[4] Deeper Cut. Lose a bunch of blood in a big pool, making you feel woozy. You roll for disadvantage to climb, cross a balance beam, jump a gap, etc. for the next day or so.

[5] Deepest Cut. You must use one arm to press down on the wound else you will faint from rapid blood loss. You can still fight or run or whatever but one of your arms is disabled the whole time.

[6] Pick your nose, ear, tail, or boob. Whichever one you pick has been cut off almost completely, and is barely hanging on by a thread. It can be saved, but only if you don't get hit by another peril before you can stitch it back on. If you do take another peril, replace it with that body part falling off and being permanently lost.

Tentacle Damage (Kraken, Giant Octopus, Mind Flayers, Lovecraftian monsters, animate rope,  giant snakes, animate jungle vines, giant prehensile tail, rubber blob monster, etc.)
Most damage here could be used as bashing or fist; but this is specifically for flexible tentacles, worms, or other such creatures that could grab you, constrict you, etc. Anyone with a Strength modifier of +1 or better can resist some of the worst effects of this and gets to lower the result of their roll by -1

[1] Wraps loosely around a single arm, preventing you from using it or moving away unless you thrash it away with a successful attack against the creature with your other arm or pull away, taking a combat round and forcing you to move.

[2] Slaps the floor next to you or brushes against a leg. If you're in any way slippery, wet, on uneven flooring or not wearing good shoes you fall to the ground. Otherwise, your movement is halved for this round.

[3] Constricts around both lower legs. Arms and mouth are freed, but you must be cut free to be loosed. If the creature is stunned in any way, you can also slip free.

[4] Constricts the neck or head. You can move and attack, but cannot see or cast spells. If you attack, you attack a random target, which can include your allies or the creature grabbing you. All ranged attacks miss while grabbed this way.

[5] Grabs and flings you or bats you aside as a giant fleshy whip. You get thrown back in a random direction against a wall (stunning you one round and denting your armor) or flings you into 1d2 other party members (all are knocked prone for a round and must untangle themselves to do anything)

[6] Full constriction. Arms bound at the sides and legs dangling uselessly; you begin to get squeezed. Each round you lose 1d4 Constitution until you drop to zero, in which case your spine is snapped and you die. No mortal peril for this, you just have to get saved quickly enough.

Toxic Gas Damage (Toxic gas traps, Dragon farts, fat undead, demons, mushroom spores)
If you have a bandana covering your mouth or a free hand to reach up to cover your mouth you only roll a 1d4 on this table, though you can't use that hand for anything else for 1d4 rounds as you cough around the gas. This table is also specifically for toxic gases that could kill or seriously damage people in them; corrosive acid clouds or poison gases from evil swamps are more for the Acid and Poison table respectively.

[1] Cough a lot, not much else. You can't cast spells for the next 1d4 rounds.

[2] Blisters form all over your face, nose, and lips; but you thankfully avoided the worst of it. You lose -1d4 Charisma temporarily until it heals in a few days.

[3] The gas itself makes you cough, but it's also extremely flammable. Any spark from a spell, parrying a weapon, or an open torch flame could cause it to explode (Mortal Peril). Get out of the room or let it air out to avoid this hazard.

[4] Edema. After exposure, your hands and feet swell up and double in size. You can't wear gloves or boots until the body parts are drained, can't pick locks, and can't sneak. You can still fight in melee, but you can't use "fancy" weapons like rapiers or whips with your meaty flesh mitts.

[5] You inhale sharply, eyes going wide, and fall to the floor. You need your mouth forced open and a breath of fresh air in order to recover; which is easier said then done in a dungeon. Spells or a "beak" of perfumed air can help you; otherwise you will eventually open your mouth and breath again but lose -2 Strength permanently from the clenching. Your skin also permanently has a greenish tint.

[6] Cancerous cysts and growth explode all over your arms, legs, and chest. You will need a clean knife, someone with a steady hand, and a way to manage the pain to cut it off before it saps you of your strength and kills you. This process takes a whole night and if you're missing any of those elements you will die before morning either from the toxins or a botched removal surgery.

Thursday, July 18, 2024

Felvidek is pretty cool + Turn-Based Combat Depth

Just finished Felvidek. It's another quirky RPGMaker game in the same vein as Hylics, Black Souls, and Barkley, Shut Up and Jam: Gaiden with basic turn based JRPG combat, quirky humor, and a unique artstyle to carry it. I quite enjoyed the games visual style, and the medieval writing was the best part, but was a little disappointed by the lack of gameplay and enemy variety by the ending. I finished it in about four hours, mind you with constant runbacks to towns and churches to heal up and constantly upgrading my gear, as well as two reloads with a small amount of backtracking needed, so the actual playtime is probably a bit less. Still, much better to end early then outstay its welcome. 

It's main selling point is the main characters, an alcoholic knight Pavol with a hilariously unfaithful wife and Matej, a pious monk acting as the straight man getting into highjinks and adventures together, and their dynamic is both fun and memorable. Their roles aren't as differentiated in combat, but Matej can put up a bit of a fight too and isn't just a healer, which is a nice change of pace from what you might expect. Overall, I think the game is just mid, and a bit overpriced for what it is (more then Fear & Hunger which is so much more "game" then this) it's a bit hard to recommend at the present moment. More unique music and more of those fun PS1 inspired cutscenes would have really made it a complete product, but it's fine to pick up on a sale if you got an afternoon to kill. But enough about the game as a whole, let's talk about the gameplay.

However one thing I can say is this game at least tries to explore the idea-space of JRPG style combat, which is something that can't be said for all RPGMaker style games. Namely, some enemies in this game have armor, reducing the amount of damage you deal to them. In an effort to make this game more interesting, it isn't an insignificant amount of protection either; your attacks dealing about half their regular damage. Your character's weapons determine some of their Feints, special moves ala spells, and equipping a sword allows for the Half-Swording move (which I can happily report is actually half swording, and not the Mordhau grip! Pet peeve averted.) and what this move does besides dealing a chunk of damage is reduce or remove enemy armor for a few turns, giving you a chance to deal full damage with other attacks until that tougher enemy is defeated.

While extremely simple, the concept behind this intrigued me and ended up flinging me down a rabbit hole of the huge amount of possible depth and strategy in what is otherwise the absolute most basic type of turn based combat imaginable; the JRPG style. I'll put this in with my previous posts on Vampire Survivors and Halls of Torment, two tangentially related topics of discussing here. I could have sworn I've touched on this before, but this is a good time to go over it during the mandatory multi-year-long-blog-content drought lol

The Simplest Game
JRPG style combat is really simple. It's a mathematical game of reducing the number of enemies hit points to zero while keeping yours above zero, with different scenarios or matchups changing what moves or abilities are best. Besides the occasional random element, such as damage numbers, turn order, critical strikes & missed attacks, enemy moves, or other shakeups- turn based combat without hidden information can be made into a "solved game". I think this has a negative connotation, despite not necessarily being a bad thing in its own right, the idea of a purely numerical planned experience would take a lot of fun out of the "gameplay".

While not technically the simplest form of combat or game that exists, I think the JRPG style combat is the least involved and most "simple" to actually play or design, with the greatest depth not involving other mechanics. What I mean by this is while an action game can be technically much simpler then a turn based game, such as enemies simply needing to be jumped on to be defeated ala Mario Bros, the physics, speed, character control, give it more depth and complexity. Action RPGs like Diablo have their similarities as well, but still have a focus on movement and aim or crowd control that isn't the same. I'd argue that since turn based games are simply picking options in a menu, with no time pressure or other forms of mechanics, it's still a more "simple" game overall. This applies to its closet counterpart in the form of the Tabletop RPG.

No other video game genre really fits as closely, at least in terms of combat mechanics, then the generic JRPG- action RPGs are too tactile and based on a totally different skill set, and strategy games lack the same single-unit control that is central to the common theme of a traditional tabletop RPG. There is also an argument to be said that tactile games, like Fire Emblem, can closely match a tabletop game in terms of mechanics. While I would admit this is true for games with heavy use of figurines and battlemaps, I think the majority of games I've personally been in have been theater of the mind combat, which in my opinion is more parallel to the quintessential JRPG style "simplest" possible engagements of numbers, preparation, resource-management, and action-economy as congruently close to the tabletop experience. You don't have to worry about getting zoned by faster enemies with ranged attacks, timing your i-frames during a perfect dodge roll, or opportunities to use your healing items in the midst of enemy attacks and interruptions; it's a pure numbers game.

So with that out of the way; how much depth can you really squeeze out of turn based combat?

Action Economy
One feature of turn based games that are unique to them is the very high importance on an action economy. In action or real-time games, this is less important (or arguably more important) because of the real time nature of the controls and instant feedback of your various moves or actions. In turn based games however, action economy plays a very vital role, mostly in the form of when it breaks.

In a traditional turn-based combat game, every unit or character is going to get one action per turn. This means each party member you have grants exponential more moves and possibilities for your turn. Even a relatively useless party member with low stats or no special moves can still be extremely useful, simply as a way to use items or acting as a soak for damage, as enemy attacks will sometimes hit them instead of your "more useful" party members. (More on that later). Secondly, anything that takes away actions, such as stuns or similar status-effects, are going to be very strong and needed to be used sparingly. One of my biggest gripes about Felvidek is that there are multiple enemies that can perform a stunning blow, and most turns you'll have one of your party members stunned and not able to use their actual useful or cool moves. You can also do it yourself, which is something I intentionally didn't abuse because I wanted to interface with other parts of the combat system. (Felvidek isn't going to be talked about much more here; I just wanted to say it explored these combat mechanics more then a lot of RPGMaker slop I've played but not as much as it could have, which inspired this blogpost).

This action economy also influences other forms of player psychology and behavior. The much-loathed "useless" status effect spells or consumable items in JRPGs are prime causalities of the action economy. I'd wager people are much more comfortable playing a buff/debuff heavy character in an Action RPG or wargame where the cost of doing a curse to an enemy or a weaker buff on an ally is a few seconds of movement (just extends the fight a few seconds, or means you need to dodge one more attack) or is at the cost of a single specialized unit that isn't doing much else anyway, as opposed to a JRPG style game (or tabletop game) where using up one of your few (or only) action in a round on something that can either fail, has minimal impact, or will only extend the fight pointlessly. ie; why would you inflict an enemy with poison if you can kill them faster with basic attacks? The only way to fix this is to make the status effects necessary to deal with on the player side (really annoying), or highly desirable AND communicate their value to the player (not always easy to do).

Additionally, some games have abilities that are very strong or useful, but come at the cost of a future or previous turn. I actually really like these moves as I think they tend to be strong enough to justify them. Hylics 2 has my favorite example of this in Pongorma's unique gesture, Lightning. Lightning is one of the most satisfying moves in the entire game, and stays constantly useful as it scales on the character's power stat, so even as the enemy's get stronger, you can continually increase how much damage it is. It also has probably one of the best turn based combat animation sounds in the history of any game ever, immortalized in the above .gif

However upon reading the description for Lightning one starts to see its strategic depth. If it was simply a stronger version of a standard attack that required Will points (the mana resource), it would be one thing, but Lightning has the effect of dealing 175% of your normal attack damage and stunning Pangorma for one round afterwards. This means in an extended battle it is always better to just attack twice for overall damage. However, if you have a method of increasing your damage temporarily (like Charge-Up, we'll get to that later) or you need an enemy dead now, then Lightning becomes an invaluable tool. Hylics makes heavy use of enemies telegraphing stronger attacks with the Charge-Up mechanic, and the game is tightly balanced enough that a Pangorma lightning on an enemy with a little more focus fire is just enough to knock them out before they can unleash whatever nasty move they want to do on your next turn. The same mechanic also appears in Felvidek too, in which using the Gun feint just straight up shoots a gun at a single enemy and does like 4x the damage of any normal attack, but the character has to 'reload' the next round, and can't act. While identical to Lightning I find this one less interesting as it's more about balancing the cost of the skill rather then the action economy/time investment, and since Felvidek's feints are so expensive you're only going to get to use them 2-3 times a fight for each character.

Similarly, Charge-Up is another move in Hylics. Charge-Up is unique in that enemy's also can use it, and always do it prior to using their strongest move, giving the player a chance to react by either focus firing that enemy, using the guard action, or otherwise trying to survive. Charge-Up also applies to the next move you perform, meaning it can also be used just to give a boost to a basic attack. However, it won't apply to using an item, guarding, or getting stunned; meaning you can still react and save it for when you need it and can't "waste" it, at least as far as I remember. I think stunning enemies with Charge-Up active (an extremely rare/endgame gesture is required as well, Hylics doesn't give you abilities like this very much) doesn't dispel it either, just giving you an extra turn.

The other interesting thing about Charge-Up is that if has unique effects on certain gestures; specifically the character-unique gestures that each of your party members have. While most gestures are learned in the world and shared among all party members, these ones come built-in with each character and tend to be the bedrock of your strategies. This further does something unique by making each party member actually play differently in the turn based generic JRPG style game, with a type of role-specificity that most other games don't have when spamming whatever basic attack or highest-damage to lowest-cost ratio spell you have available. What this adds is further depth to your planning and action-economy; choosing to use a weaker version of a gesture in a single turn, or charge up to a big and powerful attack or support move that can change the whole tide of battle.

There are also an entire host and genre of JRPGs that let you just straight up give turns from one party member to another, or "reserve" them for later use. I actually don't like these. However, I can't deny the high amount of tactical depth they can bring to a game. Being able to pass on a turn (but causing the party member who goes again to become exhausted and do less damage) was a great mechanic in Bug Fables, another turn based game, though more in the vein of Paper Mario then a RPGMaker game.

Damage & Defense
Overall, combat in tabletop games and JRPG-style games is very simple. It is simply an attack that deals damage to the enemy, with no overall baring on the enemy's ability to do their own actions (hit stun), no over-committing or stagger from a bad whiffed attack on the player's part, and no innate catchup or progressive battle mechanics. In other words, do attack and number go down until you win.

However, there is a massive amount of potential for how this can and is expanded. Though many of the games I've covered here have some of these mechanics, most do not have all. Despite such a simple base system, I can already see a few methods of offense/defense that can infer your strategies.

Base HP- Attacks deal damage to this. No special properties.
Evasion- Attacks have a chance to miss. Analogous to AC.
Armor- Attack damage is reduced by a flat or percentage value. Analogous to DR.
Regeneration- Small amount of Hit Points are regenerated each turn. Usually a buff or status-effect.

Obviously there are more mechanics then these, but even with these extremely basic four stats, I can see a massive amount of potential for a game's mechanics. For example, fighting a creature like a blob or a bear with a high Hit-Point pool (or a boss) but no other defensive abilities is significantly different then fighting a standard enemy. The game may feature damage-over-time moves or status effects like poison or fire that deal damage each round. For standard enemies with lower health pools, these attacks are slow to act and less efficient in defeating them. ie; your standard attack does 10 damage but your DoT spell deals 4 damage per round for three rounds. Overall the DoT is better, dealing 12 damage after 3 turns, but your standard attack deals more now. You can see the strategy forming already; against an enemy with ~20 hit points, standard attacks are better, as after two rounds you can defeat it, where as the damage over time + standard attack move would only have dealt 18 damage at this point (4 + 4 + 10), where as the damage over time move is better against a high health enemy like a boss, as you'll do more damage overall mixing it with standard attacks; after three rounds it would deal 32 damage total instead of just 30 with three basic attacks. Simple, but already creates a dynamic.

Evasion and Armor function similarly, either by avoiding attacks and increasing the number of hits that you need to land or deal to deal with that opponent. However, certain attacks (magic, true strike, area of effect, etc.) may be able to have no chance of being avoided, where as armor could be bypassed by similar moves. The actual mathematics work out to be about the same; two enemies with similar health but one having 50% chance to avoid hits and one with 50% damage reduction would be equivalent to each other in the number of attacks needed to defeat them, but both in terms of flavor and actual workaround methods, they could feel very different. That's not to mention the odd game which has armor as a flat damage reduction instead of percentile, which has its own entire delicious box of possibilities to open. Large single damage attacks become much better against armored opponents, where as the flurry attacks with a higher total damage split up into multiple hits are less useful.

Small side note: Hylics 2 has one of my favorite uses of this mechanic in the way of splitting damage. Basically one of the first weak enemies you fight in the game is a "Road Fleem", which has an attack called four slices. It deals four medium strength hits to random party members in a row. The attack is decent and not too special, but what is interesting is how it is used as a fight-as-a-roadblock mechanic. Basically, if you have only one party member, they'll all hit that one individual. This makes advancing past that fight as just Wayne, the starting character, almost impossible as the amount of damage is too high. But if you get a second or third character, the damage is now split up among multiple party members, thus making it more survivable.

Finally, Regeneration or enemies healing each other is a great annoyance in most games, as it undoes your progress without rewarding you any resources to compensate. Obviously this 100% depends on the actual amount of regeneration being granted by the status effect; from making fights unwinnable to a minor annoyance. I think there is a great opportunity for combat depth here though; basically requiring you to coordinate damage on that target instead of relying on status effects, area-of-effect moves, or other forms of damage to deal with them. Instead, you have to focus fire on that one enemy. Interestingly, I can't think of any examples of enemies actually using this mechanic in games as a sort of "focus on this guy OR ignore this guy" even though that seems obvious. Something like a low HP enemy that can be defeated in two or three hits, but regenerates to full Hit-Points every round, meaning when you want to deal with it you have to use one of those stronger but more expensive attacks like Pangorma's Lightning OR you have to focus multiple allies on it, less effective then area of effect and status effect spam. Hylics 2 has a lot of enemies who can heal, but typically it's telegraphed and certain enemies support each other, making target prioritization a big part of that game and very fun, in my opinion.

Side note: This is by no means an exhaustive list. Enemies who support or protect each other can very easily count as a second or even third form of "defense" an enemy could have in a simple target + attack command type of game. The titular example is Fear & Hunger, where attacking the head of an enemy will kill them outright, but is very hard to hit without cutting their legs first.

Progression Mechanics
Progression mechanics also add a large amount of depth. Even simplistic numerical climbing can become a very interesting form of progression, content-gatekeeping, or combat dynamic. Games with smaller numbers gain more "break points" where the differences in your weapons, level-ups, buffs, or other strategies can significantly change the outcome of a battle (ie; you defeat an opponent in just four attacks instead of five, or a character survives a hit that otherwise would have knocked them out, etc.) One underrated form of progression mechanic in traditional JRPG style games is that of actually gaining party members, up the maximum you can have at a single time, as stated above, this gives you more actual actions per turn, something to be given sparingly for sure!

Of course, progression mechanics themselves can be something as simple as a generic XP meter that fills up through fights, or a more experimental system where player power is gained (or lost) through world exploration and from equipment. I feel like there is a very strange "trend" of this being common in RPGMaker games, Hylics and Funger to name a few.

I think the most simple form of this is totally linear progression, which is separated from no progression, by making the game much more tightly balanced and each combat encounter basically being a "puzzle" with limited access to the ability to prepare for a fight, use consumables to make it easier, or cheese it with grinding. Briefly mentioned on this blog before is a little RPGMaker game called BUGGERWORLD which did this wonderfully, as every single fight in that game is a unique encounter with its own art, mechanics, and your characters gaining new skills along with the linear course of the game. With no optional fights, the only method of strategy between fights is consumable items and with such a linear and tightly-focused game it is entirely possible to softlock yourself by not having enough resources to get more healing items. This actually happened to my friend who was playing the game at the same time as me and who saved after the last shop and wasn't able to beat the final boss because of it.

Of course, every RPG lives somewhere between these two worlds. The macro-strategy level where you can just grind or prepare in the overworld to make the battles trivial, and the "puzzle" style game so tightly balanced that spending even one turn sub-optimally means certain death. I find it funny how the possible depth and exploration of this incredibly specific genre of game is so characterized by grinding and spamming auto-attack until you win it's the defining feature of the genre in its traditional format, the oldschool NES & SNES JRPG, and it took a very specific niche indie audience to sort of find the value of it at its core. It's almost like a type of game defined by the idea of bypassing and circumventing the actual "game" part of it, so you can get to the good bit of the character development and story beats that actually progress the "game". But that's a shame, because I think there is still a lot of potential to be found in the "four guys in a line" genre even today, when it has become the stereotype of the old, outdated, unfun, linear, and boring RPGs of days long past. Maybe a bit like D&D itself? Naw, let's not go there.

Wednesday, July 19, 2023

Halls of Torment is Goated Too + Weapon Mechanics

Based on this other post about Vampire Survivors.

With this burgeoning game genre of "Garlic-likes" as some may call it; the concept of fighting hoards of enemies in a short burst, with permadeath, has become popular. Several games have copied this formula; though in my opinion, none of them really were quite as good as Vampire Survivors. That was until a game called Halls of Torment caught my eye.


It's a top-down indie hoard survival game with permadeath, much like vampire survivors. A few things set it apart; the most obvious being its artstyle. I absolutely love it. Even though I know it is designed to trigger that nostalgic Diablo 1 & 2, Fallout, early digitized 3d computer- almost shamelessly so- I still love it.

Secondly, the game has some unique features. Firstly, it is a lot harder then vampire survivors, and much more involved. Enemy elite and bosses have telegraphed attacks and danger zones you have to avoid, and you need to focus some of your level-up bonuses on your defenses to avoid being killed later in your run when enemies simply become too numerous to avoid completely. On top of this, there is a secondary form of progression in the form of items. Much like Diablo, these items are lovingly rendered in that early 3d style, and you have a set of equipment slots with different bonuses. While you can find these on your runs, your main source of them is from your loadouts you can take with you every run once you "retrieve" the item- meaning you place an item you find in a bucket and have the Wellkeeper pull it up for you.

It's an extremely cool system because this means if you find an awesome item; you have to sacrifice it for the rest of your run. You can also only retrieve one item per run- which is a great way to make early "farming" runs of the game feel more meaningful. That was one issue I had with Vampire Survivors- with so much of your power coming from your upgrades- it often felt like runs where you made a mistake or with the weaker characters were just filler content to get permanent upgrades until you get to your "real" run where you actually try to survive the full 30 minutes on a map or complete an objective. Halls of Torment avoids this issue somewhat; but unfortunately it doesn't avoid it completely. You also have a "Shrine of Blessings" in this game, which let you upgrade your stats for a gold cost. I somewhat dislike this; as I thought the focus on recovering and retrieving items (and buying them from the greedy Wellkeeper of course) was much more interesting. Since the items are all kinda-sorta balanced with each other, it makes the concept of finding new items to unlock or empower certain builds more interesting. I don't necessarily hate the Shrine, I just feel it adds an unnecessary layer of power creep on top of a formula that is already pretty interesting. I could also understand it if the blessings were really weak, like 1% or 2% boosts, and cost thousands upon thousands of gold to get- a sort of endgame upgrade system for players once they've found and purchased all of the good equipment in the game, but no- these blessings are actually cheaper then most items and provide bonuses that are similar in strength. If we just say this is the "early game discovery" part of the game and we assume you've maxed out your blessing shrines first, then that's fine, but the fact you can refund gold from it and you unlock new blessings to upgrade as you do more in the game makes it feel more like a "permanent" fixture of your base. It just feels a little unnecessary, almost like it was included to increase the games parity with others of its type and the grind instead of having a more tightly focused, item and build focused type of game I was imagining early on.

But enough complaints; the biggest departure from Vamp is the fact characters actually have to aim. Each only has one weapon or attack type by default- but all of them are unique. This is probably the biggest draw of the game and most interesting part. The Swordsmen for example chunks a big cone in front of him- dealing damage to all enemies within. Getting multiattack upgrades on him makes more "waves" come out when his attack cooldown is refreshed. This is hugely different from the Archer, who fires more arrows with long range as she levels up. More interesting characters include a Cleric who deals a set amount of damage equally distributed in a large cone (meaning it absolutely destroys bosses and elites but does very little damage against large hoards) and the Warlock who summons ghosts who home in on enemies, which synergizes well with summoning items, or the Exterminator, who uses a flamethrower and burns every thing with damage over time, but lacks burst damage up close. It's great.

But this also gave me a new idea; much like my original Vampire Survivor blogpost- more abstract ideas on combat systems and damage which I think are interesting- not just for video games, but tabletop games as well.

In the last post, I talked about damage in a hypothetical tabletop game with no rules or mechanics in the combat beyond just flat damage plus a range or frequency variable. Not even armor or damage mitigation of any kind. I was a bit disappointed with how it worked out- because the idea was more based on how even something as small & simple as this could be leveraged into a pretty wide and diverse set of character strategies and tactics with the intention to improve the gameplay.

I've talked about weapon differentiation before in its myriad forms- but let's go simpler and wilder. Let's say that weapons are fundamentally different in how they work based on how you make your attacks. Things like damage or To-Hit values are totally separate from this. You don't pick a weapon based on its stats, you pick it based on what you actually need for the situation. Also also; I am 100% sure somebody else has written these exact same concepts, if not entire published games using the same ideas, but I've got a vision here- the sort of nega-space game design where you make basic mechanics shittier and harder to use but in exchange gain a more rewarding and complete experience, the QWOPlikes of tabletop roleplaying.

For this; we're going to assume you're playing a tabletop game with the minimum amount of setup for tactical combat; a grid with miniatures or tokens to represent squares. I'm sure there is a whole 'nother blogpost one could make on pure theater of the mind versions of these; we can save that for another content drought.

Weapon Attack Patterns

Swords are reliable. Pick one adjacent square and attack it. I think this not only fits swords thematically, but gives them a practical tactical use as a 1v1 duelist weapon; the weapon of the main character, etc. Two Handed Swords do the same thing, but you can also choose to hit two adjacent spaces next to each other around your character instead; splitting the damage evenly. You obviously also lose out on using a shield, dagger, or second sword.

Axes swing and cleave. Whenever you use an axe, you have to pick a square and the two squares adjacent two it around you are also attacked. For example, if you pick to attack an enemy in a square directly above you, then the upper left and upper right squares are also attacked. You hit all the squares and damage is split evenly between them. To compensate for this, axes tend to have the highest base damage of all the weapons; or at least those who use them prefer to stack on strength and the like. However, there is a catch. It is anyone in the squares you can hit with this- meaning you can also hurt your allies. You can't focus on a single enemy, such as if they are in a formation, and enemies who reflect damage or have a "thorns" effect will be very difficult for you to deal with.

Greataxes / Battleaxes do the same thing as an axe but at a range of two, and hit everything in that area- or a cone of 8 spaces. Yes really. Sounds amazing until you give enemies the ability to counter attack, or enemies who get enraged when they take damage.

Maces can only attack in the four cardinal directions, no diagonals. This means you'll want to be in formation and get right in the enemy's face. Presumably, you'd combine this with armor piercing, chance to stun, bonus damage vs undead; etc. to make it a more attractive choice over a default sword since its more limited. Originally, I was going to make it so these can only target nonliving things; but I have a better idea for its big brother-

Sledgehammers / Two Handed Blunt weapons pick one square adjacent to you and attack that. Remember, these attack squares, not necessarily what is inside the square. You make the action on your turn and it is only resolved at the end of the round- meaning a fast enemy can simply move away. You also can't change your target once you make it, meaning if an ally gets shoved prone onto that square, you're going to splat them. Omega damage bonus to compensate. You'll also be doing damage to the environment itself since you're attacking a square; if you're fighting on a boat you are 100% going to knock a hole in it doing this. If you attack an empty square of open space (such as over a pit in a dungeon or side of a roof), the momentum carries you over the edge.

Spears can poke, letting you target any square a distance of two spaces away to attack. You only attack one of these distant squares, meaning your allies can stand between you and the enemy and you can attack thru them without hurting them. However, you can't attack any squares adjacent to you.

Daggers act as an instant attack; but only against an enemy who has already been attacked and only diagonal to you. This means you couldn't use a dagger with a spear or weapons with good reach, because they'd be out of range, but you could hit enemies that your allies have hit. It also makes it good with a sword, which is realistically the only weapon people are going to dual-wield with a dagger anyway. Tactically this makes daggers feel sneaky, as they should, especially if this hypothetical combat game only allowed you to move in the cardinal directions. Just imagine a thief dual wielding daggers, dashing around to stay in poking distance of enemies while never actually committing to their face. It's perfect.

Polearms attack two spaces in a row in any direction. You can't shorten it- you always hit two spaces. This makes it really good at hitting enemies hiding behind the frontline but less effective on single foes- and way less effective on defense.

Flails attack and move at the same time. You have to move in the same direction as your attack; pushing enemies out of the way. This is a really simple rule that I am 100% sure has been made or posted about by others before but its so simple and thematic I love it.

Whips are the opposite of flails, meaning you move backwards the opposite direction you attack. They have reach- so you can attack up to two spaces in any direction, but you have to move back after it. Unlike flails, you don't push people out of the way when you do this- meaning you can be cornered.

Staves / Double-Blades can attack any adjacent target and attack twice a round, but the second attack must attack a different target on the other side of your first target. Staves are already pretty well differentiated in tabletop games- usually having a defense bonus or something similar- the idea here is if you're surrounded this weapon is useful, otherwise, not as much.

Unarmed attacks deal a set amount of damage and split that damage evenly among all adjacent enemies. This one requires a little explaining. If you're in a fistfight, you aren't going to be able to focus all your effort on one person if a bunch of people are all around you at once- and there's a pretty good chance a wild swing or elbow will connect with someone you didn't mean to. The idea here is that Unarmed combat is very strong against single targets, but much less useful against crowds. The only class who benefits from high amounts of unarmed damage would be a Monk, who also have the mobility to get around and put themselves in the best positions to make use of this reliable damage. Plus I'd imagine that if you have a hand (or two) free, you can also push enemies around, or grab an ally to pull them back, etc.

Bows can pick any space up to a range(?) and fire an arrow at that space. Much like sledgehammers; this damage is only resolved at the end of a round, meaning its possible to miss your attacks if enemies can move out of the way in time. This also gives the game a bit of a troll-physics feeling, with arrows falling down in slow motion. However, you can fire from behind your allies, making using a bow all about prediction.

Crossbows fire a bolt in a straight line up to (range). They do not pass thru allies and will hit whatever is in the way. Also they take a round to reload and do a gazillion damage. Actually I have a pet peeve about crossbows where people assume they must be insanely strong because of their drawstrength, but not understanding the length of the string/string action meaning its similar to a warbow, but it's a game so I don't mind plus it's fun.

Slings can hit any space you want beyond adjacent and don't hit allies. They deal more damage up close and extend their range by 1 every round you spin it around without throwing; so first round you can only hit guys two away and it deals 1 damage, second round you can hit people two or three away and deals 2 damage at two range or 1 damage at three range, and so on until you're one-shotting Goliath.

Boomerangs fly two spaces at a time in any direction, but only in straight lines. If you hit an enemy with this, it chains to the next enemy you can hit in a two-space straight line, and the next, etc. You can only throw a Boomerange if it has a valid path back to you. And yes, you can hit allies with it. Will be the most Based weapon-user at your table because their turn will take three times as long as anyone else.

Magic spells could obviously do everything here and more- but any spell should be equally as clunky or hard to use as any of the weapons on here. Magic Missile is reliable but does low damage, Fireball blows up everything on half the battlefield, Touch Spells are countered by whip-users zoning you out, and so on.

Thursday, October 27, 2022

HotS is the best Moba + Teamfight Mechanics Spitballing

So Heroes of the Storm has officially stopped receiving development- in other words, it's in maintenance mode. It is now a dead game. Long live Heroes of the Storm.

I want to preface this by saying I've played pretty much every MOBA. Back in the day, me and my friends played League of Legends. Later on, we played some SMITE and Dawngate, with a larger amount of time dedicated to Dota 2. I've also played HoN a little bit and even actual Dota in Warcraft 3's Custom Maps (but my favorite custom map was always Wintermaul Wars). I'm only listing off these figures for one reason; to say out of all of them, I feel pretty strongly that Heroes was always the best.

The reason? There's a few- the first is game speed and accessibility. Heroes is a lot faster then the other games, which while not good on its own, it's nice that most games are over at 20-30 minutes as opposed to an hour long slog that a decent number of league games would turn into sometimes. It's less hardcore nature also  certainly helped; removing things like last hits and denies makes the game objectively less skilled based, but the gains in making players on each team focus more on teamfights and teamplay then their own personal item collection is a gain.

Secondly, and more importantly, is the diversity in the game's characters and maps. Even having more then one map is already pretty unique among this genre of game- and while most Moba's focus on having one really well designed and well balanced map, I don't think you lose much by having a small cadre of symmetrical maps with different objectives and aesthetics to break up the monotony. This will feed back into tabletop games eventually, I promise.

But the big thing is the characters. I remember first playing Dota 2 after League of Legends and thinking "wow, they actually let you play characters with abilities that can grief this hard?" like Io being able to teleport teammates around, or 6 second stun AoEs, and things like that. But then you get to Heroes and the unique characters there blow everything else out of the water. Once again, it's less about their inclusion in the game IMO and more about the fact that you can play them which breaks up the sameness of the game. You can play a game as Murky, a very weak murloc with little to no teamfight potential who just ignores half the game to push lanes out. You can play Abathur, who is a useless slug who sits in base and puts his parasite on his allies to empower them halflway across the map. It's very unique and not something other games do.

However when it comes to gameplay; the thing that heroes of the storm does better then any other MOBA is forcing teamfights. Every map has "objectives", which are things like collect X number of objects that periodically spawn, or hold and control one or two points on the map. Typically, these objectives are really easy to do for even one player all by themselves- but whichever team completes the objective they will gain a huge benefit. Typically, large monsters or waves of minions will spawn down one or multiple lane, destroying forts and pushing towards the enemy's core. This means that you can't really ignore objectives or else you'll lose the game; hence the team knows moreso when it's time to "fight" in games without this mechanic. In other words, the game is more heavily guiding or even forcing your teammates to group up- leading to more interplay.

But that's enough about this game; let's talk about teamfights.

Art @Kerascoët

Teamfights
Now in tabletop RPGs, combat is not necessarily the main mode of gameplay; but in both combat and all other forms of gameplay; teamwork and teamplay are pretty much always a given. This is partially because the players have more control over each other (including the GM/DM) and are less likely to go off on their own- both for the sake of the game and as it will be more optimal. In a video game where each player is controlling their own character, no such controls exist. 

Most "fights" are, however, mostly focused on defeating all of the enemies in the most optimal way possible. This makes sense, but is a bit simplistic. In Heroes of the Storm and other MOBAs as well, fights are about that ultimately, but there tend to be several smaller "side objectives" in a teamfight, which come up on a second per second basis. Due to the fast paced and real time nature of the game; certain small objectives come up during the fight which players have to rotate their abilities or focus on as they go. Now it's easy to say that this would just be the same as "playing the game optimally" and "winning" the fight, but often times fights in blank gray room theater-of-the-mind just end up as dealing damage to the enemy until they die with a little bit of target priority and focus fire- I think having more concrete and apparent goals, signposted by the GM, is a better way to set up combat encounters.

This sounds a bit vague, so let's come up with a practical example.

Say you have a character in your party who has taken a lot of damage and is now weak- only one or two more hits will likely kill them. There is an enemy who is about to unleash a powerful attack or spell that will end them; so your overall goal of "winning" the fight has now changed to stopping this attack from going off- since it will allow your teammate to survive and help win the rest of the fight- so you have to use either an action to disrupt this powerful spell (a stun) or focus that target to be killed first. This concept isn't very unique, but the difference is it feels much more real and immediate in a video game, due to the nature of the medium, then in a tabletop game.

I've had experiences like this as well. In one game I ran, a large monster was blocking a corridor and was chasing down the lightly armored Sage. Behind the monster, was the group's fighter, who used his action to slide between the monster's legs, while attacking, to put himself between the monster and the more vulnerable party member. I thought this was a cool example of teamwork in a way that made sense in the context of the game's universe- less "gamey" then if the Fighter had say a "stunning strike" move that interrupted the monster's next attack.

Another example is control points, or "King of the Hill". In a video game, this is a magic circle you need to stand in to change it to your team's color and hold it for a period of time. In the context of a game, you could do this by slaying enemies who enter the circle while staying there, but because it's a game using powers or moves to push enemies out of the circle. In-universe, this context doesn't make a ton of sense. The concept of "holding a hill" is from warfare and battle strategy; hills are good defensive positions because it is harder for enemy soldiers to move up a hill, and because you can shoot down at an enemy while they have a disadvantage to throw or fire arrows up, and so on. But if an commander just told their soldiers to focus on "pushing people off the hill" as opposed to killing them, it wouldn't accomplish much and would kind of defeat the purpose of "holding the hill". Naturally it is this concept and the childhood of game of being on top of a hill as where the video game concept of control points comes from. It's an abstraction of holding key positions or resources made into bounds in a video game, so a computer can arbitrate the outcome of a match.

However, tabletop games and fantasy can give us this style of gameplay. Imagine the burial site of an ancient powerful sorcerer or dragon. It is said that whoever stands on top of its grave at sundown on this day will determine the revived creature's alignment. So if only your good aligned PCs stand on its grave, it will come back as good, but if a bunch of evil orcs stand on its grave, it will come back as evil. The resurrection spell cannot be stopped, but you can help control its outcome. In this fantasy scenario, I actually think the strategy of moving enemy's off the hill as opposed to just killing them outright works best- since you need to ensure that as many possible creatures on the burial mound are good aligned. Attacks in tabletop games can kill but have to deal damage first, have a chance to miss, and enemies who are struck down may still be "alive", just in a dying state, which could muck up the ritual. In this scenario I could easily see a Monk being a great asset, using judo-throws to get orcs off the hill just before the sun goes down and the magic is complete; a sort of primary objective that is more important then "winning the fight".