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Other Games, Development, & Campaigns => Design, Development, and Gameplay => Topic started by: Ghost Whistler on July 29, 2010, 11:01:13 AM

Title: combat manouevres
Post by: Ghost Whistler on July 29, 2010, 11:01:13 AM
Given the milieu of a post apocalyptic setting... what are the essential actions/manouevres a combat system should cover?
Title: combat manouevres
Post by: Cranewings on July 29, 2010, 11:08:59 AM
If it is a super powered setting, you want abilities that let infantry kill armor.

Precise Shot

The critical hit range of all small arms fire against armored targets is doubled. If you score a critical hit, there is an automatic chance for a critical systems failure.

If not, than I guess D&D style abilities like "better at running and gunning," "better at surprise attacking" is all you need.
Title: combat manouevres
Post by: Cranewings on July 29, 2010, 11:12:15 AM
Quote from: Ghost Whistler;396558Given the milieu of a post apocalyptic setting... what are the essential actions/manouevres a combat system should cover?

Ah, sorry, I miss read your post.

I'd keep it simple. I personally don't like grappling rules in most RPGs because they make it seem too easy to wrestle knives away from people.
Title: combat manouevres
Post by: skofflox on July 29, 2010, 04:46:22 PM
Quote from: Ghost Whistler;396558Given the milieu of a post apocalyptic setting... what are the essential actions/manouevres a combat system should cover?

For weapon mellee ideas I recommend MRQ2 and Riddle of Steel as a place to start,as they have neat things like:
Wind and Bind
Simultaneous block & strike
Disarm
Beat
Trip
change distance
Bypass armor
Take weapon
feint and strike (various combos)
etc....

For projectile stuff things like:
Quick draw/reload
two guns
sniper team
Trick Shot:
fanning (revolver style baby)
ricochet shot (VERY rare)
Shoot while rolling/diving/moving

Un-armed mellee:
change distance (to facilitate diff. technique like kicks,Punch, throw,joint lock etc.)
Combo's
Roll with punch
exact strike (eyes,throat and the perennial fave GROIN)
breaking the circle (multi opp.)
vs weapon...
blind fighting (by touch for close in)
etc...

These could be grouped into general catagories or whatnot.
It would vary according to what style of play/detail you are wanting.I assume some "cinematic" stuff is OK in this case?
Just some ideas!
:)
Title: combat manouevres
Post by: Spinachcat on July 29, 2010, 05:06:56 PM
Beyond the usual Melee and Ranged stuff?

It depends on how cinematic your game will be.   My post/apoc stuff is gonzo so I go all out with crazy shiznak manuevers.   But a Twlight 2k game would be much more "realistic".

So how "comic book" versus "superhero movie" versus "action movie" versus "realism action movie" are you going for in regards to tone?
Title: combat manouevres
Post by: skofflox on July 29, 2010, 09:43:55 PM
Just recalled this...
You could do something like "The Dying Earth" RPG which uses (if memory serves) various approaches to combat like...
Strength
trickery
speed
cant remember others...I think there were 5 total.It was based on a "Trump" system (speed trumps trickery trumps strength etc.) for bonus d., or something.
Rather more of a characters approach/philosophy to combat then specific techniques.Never played but seemed neat on paper!
:)
Title: combat manouevres
Post by: Ghost Whistler on July 30, 2010, 03:46:36 AM
Thanks. But I'm thinking more of actual combat specifics, not an approach to a set of rules. Such as manouevres like disarms, or grappling, etc.
Title: combat manouevres
Post by: skofflox on July 30, 2010, 02:59:17 PM
Quote from: Ghost Whistler;396653Thanks. But I'm thinking more of actual combat specifics, not an approach to a set of rules. Such as manouevres like disarms, or grappling, etc.

Was merely suggesting that  combat tech. could be subsumed by a  generalized approach, according to a characters preference as suggested by thier att. scores, as opposed to specific technique. Was not recommending a change in your system,seems you have that nailed down to your satisfaction (at least in theory)!

Were you wanting combat to be more about the narrative aspect or a "crunchy" sub-gamey, specific tech.vs specific tech. feel?
I think MRQ2 is close to getting this balance perfect.Are you familiar with MRQ2 ?
Sometimes options have a way of slowing the game...at least for nub's.

As far as specific techniques,please see my post (#4) in this thread for my 2 cents...:)