While we're burning heretics...

From: johnjmedway (jjm@zycor.lgc.com)
Date: Sun 18 Jul 1993 - 21:08:03 EEST


>> From: shadow@qedbbs.com (Wayne Shaw)
>> Subject: Re: Re: COMBAT: melee round proposal
>> Date: Sat, 17 Jul 93 03:19:10 PDT
>>
>> > I think that a maneuver roll to determine advantages after movement and
>> > combat is ok, but it should be related to the overall fighting skill,
>> > not necessarily a separate skill.
>>
>> I can't agree. There are static fighters who are used basically waiting
>> for the fight to come to them (most formation fighters) and there are

>> those who are used to fluid fights. And the ability to control the

>> motion of the fight is no more interrelated than is, say, your attack and
>> your parry.

This point, however begs a question. How related should attack and parry be?
The Pendragon system presents them as one, and I've been inclined similarly
for years. Isn't there a pretty big diference in how you would fight and parry
if your bastard sword and shield was changed to short spear and shield? Why
should your shield skill stay the same?

A few years back Rob Smith & I were working on a style-oriented combat system,
( intended to replace the RQ combat system ) where attack, parry, and gimmick
effects were all rolled into one skill. Essentially the first digit of the roll
would determine success or failure, and the second digit would determine the
effect ( type of hit, type of damage dice, gimmick effect, etc.).

Skill was broken down by attack/parry combo ( say Sword and Shield, Rapier and
Main Gauche, 2H Spear, etc.). You did _not_ have separate skills for punch, kick,
etc.

'Style' was one of:

    Duellist - Noble, reasonably fair-fighting, etc. Almost all 'hits' would be
               'proper' weapon hits, in 'proper' locations. There would be open-
               ings for pushes and trips, where the character would have the
               option of taking or passing.

        Military - formal, though not stylish training in weapon and whatever keeps
               you alive, sloppier style, though probably more likely to get a
               'hit' of some sort. Much more likely to kick, punch, spit, etc.
               ( thus averages slightly lower 'damage', but more likely to have
               some effect, rather than waiting for a 'proper' openeing )

    Free-style - anything-goes, dirty fighting with a high % of its attacks as
                 gimmick effects, kicks, bites, gouges, etc. How you fight when
                 you know you're a member of the food chain.

This way you there was a difference between a 'proper' nobleman/duellist, and
the veteran soldier and a broo. Of course, each style would translate to a lower
value if fighting in a different style, as would similar weapons translate.

sample combat skills lists:

        Noble: rapier/main gauche 75% (duellist)
                        sabre 50% (military) [ translates to 25% duellist-style if trying to
                                                                   fight cleanly, i.e. against instinct ]

        Soldier: spear and shield 75% ( military ) this is _trained_ skill
                         sword and shield 50% ( military ) this is _trained_ skill
                         sword 50% ( free-style ) this is _learned_ skill
                         knife 40% ( free-style )

        Broo: club 75% ( free-style ) ( 2ndary attack might be head-butt...)
              in-fighting 75% ( free-style ) ( and disgusting )

from dim memory:

    2nd Digit Duellist Military Free-Style
        ---------------------------------------------------------------
        1 prime wpn. prime wpn. prime wpn.
        2 prime wpn. prime wpn. prime wpn.
        3 prime wpn. prime wpn. 2ndary wpn.
        4 prime wpn. 2ndary wpn. 2ndary wpn.
        5 prime wpn. 2ndary wpn. push/shove
        6 2ndary wpn. push/shove kick/trip
        7 2ndary wpn. kick/trip punch/gouge
        8 push/shove punch/gouge. favored gimmick
        9 favored gimmick favored gimmick favored gimmick
        0 choose choose choose

'prime wpn.' should be obvious
'2ndary wpn.' is off-hand weapon, weapon pommel, shield bash, ...
'push/shove' is a knockdown/back attempt
'kick/trip' is likewise, but handled differently
'favored gimmick' is much like the advanced maneuvers in RQ4
'choose' means pick anything you like.

A similar parry/dodge table could exist.

So, if skill was 50, a roll of 35 was a success, but depending on style, was
either a primary weapon hit, a secondary weapon hit, or push/shove/knockdown
attempt.

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