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A closer look at the Dynamic Roleplaying System: A Sample Combat

To conclude our first look at the combat system we wanted to give an overview of the finer components of the combat system, as well as a more detailed example of a more in-depth fight in the combat system.

Firstly, we would like to talk about a few of the other mechanics that make up the combat system.

Defence Score

The first area that we would like to talk about is the defence score (DS). The character defence score represents how effective they are of reducing the chance of an opponent’s blow bypassing their armour, so effectively the higher the player’s defence score, the more often their armour will absorb the damage from an incoming attack.

When we were developing this system we decided to try and move away from the conventional way of having the armour just add a bonus to the players armour class or requiring another roll to see if the armour worked etc.

In the end it was decided that the players armour would increase the players defence score by a fixed amount that was dictated by the armour but would also provide an amount of damage soak, the amount of which would be based on the type and quality of the armour. In addition to this, the character can increase the amount of the bonus the armour gives their defence score by increasing their armour proficiency.

We next looked into how the characters natural dexterity would aid them in combat and how larger, heavier armour would hinder them, which resulted in the player’s dexterity being included in the characters defence score along with a minus, depending on the armour's type and quality.

Once we had finalised the basics of the defence score we looked at integrating the concept into the combat system to help dictate how the skills and attacks would work. This led to the basis where attacking players would need to beat the target's defence score in order to avoid their armour; a fact that became important for skills that could make critical blows.

Weapon Damage

One of the concepts that the dynamic roleplaying systems is testing is whether to use hit points or health levels to dictate the amount of damage a player can take.

Currently the character starts with an amount of hit points that is modified by factors such as the character's race, constitution and other factors. With that in place, the weapons have been created to do an amount of damage which is dependent on the type of weapon and its size.

Should we decide to change the hit point mechanic then this will change in order to keep the games mechanics in synch.

A Cinematic Fight

We also wanted to demonstrate the cinematic elements of a fight, so we have put the below fight together as an example. This fight will feature one character with a selection of mid-range skills with four standard actions against six low level enemies who each have two actions each.

Storyteller: Whilst you are travelling through the woodland you are suddenly ambushed by a band of six bandits. The leader of the bandits shouts “kill him" and attacks, at which point they all charge at you.

Roll your initiative.

Khellus (Swordsman): I’ve rolled 22

Storyteller: Ok, and the bandits have 8, 12, 15, 18, 20 and 25. So one of the bandits gets to act first

Storyteller: Ok, the bandit charges towards you and attacks. He uses his first action to get to you and his second to attack you, what’s your defence score?

Khellus (Swordsman): Its 42.

Storyteller: Right, he attacks you with his long sword.

The bandit rolls his attack and passes by 34.

Storyteller: He’s managed to hit you but didn’t beat your armour. Are you going to take the blow or use a reaction?

Khellus (Swordsman): I’ll let my armour take the blow

Khellus marks the damage reduced by his armour.

Storyteller: Ok Khellus, it’s your initiative next

Khellus (Swordsman): I’m going to attack the bandit with a precise blow aiming for his head

Storyteller: Ok, roll your attack.

Khellus (Swordsman): rolls his attack and passes 57.

Storyteller: Ok, you hit and bypass his armour, roll your critical blow

Khellus (Swordsman): rolls his critical blow and gets a 10.

Storyteller: You cut the bandit's head from his shoulders, what next?

Khellus (Swordsman): I’ll reserve my actions.

Storyteller: Ok, the next bandit runs up to you and attacks you.

The bandit rolls to attack but fails to hit.

Storyteller: The third bandit moves to attack you.

The bandit rolls 76

Storyteller: He’s managed to hit you.

Khellus (Swordsman): I’ll sidestep trip him

Khellus rolls his skill and passes by 68.

The bandit rolls his dexterity to resist the trip but fails.

Storyteller: The bandit stumbles over your leg and falls to the floor, the forth bandit charges

The bandit rolls to attack and hits.

Khellus (Swordsman): I’m going to use redirect blow to attack the 2nd bandit

Khellus rolls his skill and passes by 50

Storyteller: You dodge the blow and grab the bandit's arm, driving his sword into the other bandit

Khellus rolls his damage

Storyteller: The 5th bandit charges towards you.

The bandit rolls to attack and hits.

Khellus (Swordsman): I’m going to use my last action to do a precise counter attack, aiming for his leg

Khellus rolls his skill and passes by 75

Storyteller: Ok, you hit and bypass his armour, roll your critical blow

Khellus (Swordsman): rolls his critical blow and gets an 8.

Storyteller: You cut the bandit's leg, deeply severing an artery which causes him to drop to the ground screaming in pain; the next bandit runs up to you and attacks you.

The bandit rolls to attack but fails to hit.

Storyteller: Ok, that concludes the first turn of combat. Khellus gets to go first.

This was a sample encounter where a lesser skilled character would have been easily overpowered, but a more skilled character was able to kill one of the bandits, mortally wound and injure another two and incapacitate a fourth bandit. This would have left the Khellus only needing to face three bandits in the next turn, one of which is already injured.

As we playtest the combat system further we hope to introduce new elements and refine the system to allow for a unique playing experience where every decision the character makes on the battlefield has an effect on the fight.

I hope you have enjoyed this initial insight into our combat system and we look forward to answering any questions you may have.

As with all the posts this week these announcements are merely to demonstrate the mechanics we are looking to incorporate into the finished system and to collect feedback for when we move onto the next stage of the games development.

The Dynamic Roleplaying System and the Chronicles of Ollundra are under copyright © Composite Gmaes Limited 2014


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