AsenRG
#FuckWotC #PlayNonDnDGames
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Something I've been working on lately is my own combat system. Because of course Mythras and TRoS ain't enough...
However, I want to base it on a slightly different principle from most systems out there.
See, most systems basically - in their basic mechanic - are based on striking. You attack, you hit or miss, if you hit, you determine effect, which might range from negligible at the moment to ending the fight. Then whoever acts next may take a turn.
But I want to base it on grappling. Or if you prefer, on "fencing from the bind".
See, the above is not quite a good representation of any kind of grappling (and I'd argue that this is exactly why it's so hard to make a decent grappling system). You act to gain an advantage that impedes the other party from both fighting back (efficiently, or at all*), and when you're happy with it, you use that advantage - and thus the damage-dealing might begin practically unopposed.
Similarly, in fencing you might engage the enemy's blade by using a combination of pressure, threatening damaging actions and footwork - and then, once it's out of position, you can drive your own weapon in. Practically unopposed, as above.
Thing is, I have to kinda simplify it, or I'd have to publish a grappling manual to go with the rulebook as well...
I'm thinking of basing it on a Clear-Control-Counter methodology.
If you don't know what this is, here's an article about it (courtesy of Google, I don't know these guys and had not visited their site until today):
But I'm not quite happy with this, either - though I've already got some ideas, which include situations under Clear.
So, for example, in the Clear you'd have Manoeuvre, Bind/Hook, Feint, Push, Beat, Grab, Strike/Counter, Parry/Block, Sweep, and Pull/Lift Weapon.
As soon as you establish contact (not necessarily via grabbing), you get to the Control phase, which offers other options: all of the above (except Grab can also be Switch/Improve Grab, and Manoeuvre gives you a huge advantage to other actions) and Unbalance, Lock/Strangle/Break, Disarm, Pummell/Fight for advantage, Break Structural Alignment.
And then, when you're confident in your advantage, you get to the part where your typical RPG system has you doing damage. But this time, you only get the Margin of success of your last action and the combined effects of your previous attempts. However, other than that, only raw physical ability (including weight) and weapons can help your damage. Well, that and good power generation, but I'm not sure whether this is going to be different from the stats. (Depends on what system I end up using, I guess).
But the goal is that a strong and heavy guy doesn't need to land a very good shot to do the same damage most of us would deliver (apologies to all the fitness experts and martial artists on the board)! However, he might well be unable to do that if someone ties him up as a pretzel.
(As Geoff Thompson recounts in one of his books, it happened repeatedly to him after joining a wrestling club...including by people who were several stones lighter. And that's not a guy who's weak, or inexperienced. Granted, there were quite a few competitors in said club).
And then, when you get to Counter - which might happen from either Clear (less likely) or Control, but is supposed to happen from Control - you get Pin, Maim, Strangle, Break, Pound, Fall and Shank. Which, ideally, should also allow you to resist some of the effects - unless you've got a condition which prevents that.
So...anyone got other ideas? And would anyone - other than me, that is - think it's worth the effort of splitting it so many ways?
Let me just add that you'd have as many actions in a round as you have free, usable limbs. Yes, that means you can do more actions while on the ground, and explains why someone with higher Dexterity has more actions - being able to act with two hands and a foot at the same time would be a huge advantage!
...or, basically, I could as well have a much simpler system (say, Cepheus Engine) which splits Melee between not weapons and unarmed, but between Clear, Control and Counter. A very good success on the Clear stage would get you straight to Counter stage, and an exceptional one would be worth a bonus.
And then I say "describe the effects however you want to" and call it a day. But it wouldn't be nearly as fun to dabble in!
*Someone who's out of balance simply can't fight back unless he knows how to use that state or has a blade/gun.
Someone who's next to a wall, with his hands crossed at the elbows in front of him and pointing to the side, his postural alignment broken and his balance compromised...has a lot of hurt incoming if the other guy is bad-intentioned. Or has a huge penalty to resist intimidation...which only increases, the more experienced he is. OK, maybe that's simply a Pin in standing position!
And you can get that under the above system in about three rounds, maybe even less. Granted, it requires that people fail all of their resist rolls, so not bloody likely unless there's an extreme skill difference.
However, I want to base it on a slightly different principle from most systems out there.
See, most systems basically - in their basic mechanic - are based on striking. You attack, you hit or miss, if you hit, you determine effect, which might range from negligible at the moment to ending the fight. Then whoever acts next may take a turn.
But I want to base it on grappling. Or if you prefer, on "fencing from the bind".
See, the above is not quite a good representation of any kind of grappling (and I'd argue that this is exactly why it's so hard to make a decent grappling system). You act to gain an advantage that impedes the other party from both fighting back (efficiently, or at all*), and when you're happy with it, you use that advantage - and thus the damage-dealing might begin practically unopposed.
Similarly, in fencing you might engage the enemy's blade by using a combination of pressure, threatening damaging actions and footwork - and then, once it's out of position, you can drive your own weapon in. Practically unopposed, as above.
Thing is, I have to kinda simplify it, or I'd have to publish a grappling manual to go with the rulebook as well...
I'm thinking of basing it on a Clear-Control-Counter methodology.
If you don't know what this is, here's an article about it (courtesy of Google, I don't know these guys and had not visited their site until today):
But I'm not quite happy with this, either - though I've already got some ideas, which include situations under Clear.
So, for example, in the Clear you'd have Manoeuvre, Bind/Hook, Feint, Push, Beat, Grab, Strike/Counter, Parry/Block, Sweep, and Pull/Lift Weapon.
As soon as you establish contact (not necessarily via grabbing), you get to the Control phase, which offers other options: all of the above (except Grab can also be Switch/Improve Grab, and Manoeuvre gives you a huge advantage to other actions) and Unbalance, Lock/Strangle/Break, Disarm, Pummell/Fight for advantage, Break Structural Alignment.
And then, when you're confident in your advantage, you get to the part where your typical RPG system has you doing damage. But this time, you only get the Margin of success of your last action and the combined effects of your previous attempts. However, other than that, only raw physical ability (including weight) and weapons can help your damage. Well, that and good power generation, but I'm not sure whether this is going to be different from the stats. (Depends on what system I end up using, I guess).
But the goal is that a strong and heavy guy doesn't need to land a very good shot to do the same damage most of us would deliver (apologies to all the fitness experts and martial artists on the board)! However, he might well be unable to do that if someone ties him up as a pretzel.
(As Geoff Thompson recounts in one of his books, it happened repeatedly to him after joining a wrestling club...including by people who were several stones lighter. And that's not a guy who's weak, or inexperienced. Granted, there were quite a few competitors in said club).
And then, when you get to Counter - which might happen from either Clear (less likely) or Control, but is supposed to happen from Control - you get Pin, Maim, Strangle, Break, Pound, Fall and Shank. Which, ideally, should also allow you to resist some of the effects - unless you've got a condition which prevents that.
So...anyone got other ideas? And would anyone - other than me, that is - think it's worth the effort of splitting it so many ways?
Let me just add that you'd have as many actions in a round as you have free, usable limbs. Yes, that means you can do more actions while on the ground, and explains why someone with higher Dexterity has more actions - being able to act with two hands and a foot at the same time would be a huge advantage!
...or, basically, I could as well have a much simpler system (say, Cepheus Engine) which splits Melee between not weapons and unarmed, but between Clear, Control and Counter. A very good success on the Clear stage would get you straight to Counter stage, and an exceptional one would be worth a bonus.
And then I say "describe the effects however you want to" and call it a day. But it wouldn't be nearly as fun to dabble in!
*Someone who's out of balance simply can't fight back unless he knows how to use that state or has a blade/gun.
Someone who's next to a wall, with his hands crossed at the elbows in front of him and pointing to the side, his postural alignment broken and his balance compromised...has a lot of hurt incoming if the other guy is bad-intentioned. Or has a huge penalty to resist intimidation...which only increases, the more experienced he is. OK, maybe that's simply a Pin in standing position!
And you can get that under the above system in about three rounds, maybe even less. Granted, it requires that people fail all of their resist rolls, so not bloody likely unless there's an extreme skill difference.