Forum > Design, Development, and Gameplay

Developing a kaiju/giant monster combat RPG. Thoughts on combat

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Accaris:

--- Quote from: Pat on March 27, 2022, 02:53:53 AM ---
--- Quote from: Accaris on March 26, 2022, 06:26:39 PM ---
--- Quote from: HappyDaze on March 26, 2022, 06:24:36 PM ---Do you know about the Streetfighter RPG from White Wolf? A variation on those combat rules (along with rules on engaging sub-Kaiju threats like tanks, planes, and infantry) could be really fun.

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I'll check it out for sure! I'm doing more research to see what rules systems would be good inspiration.

We do want to have a Power Rangers/Super Sentai sub-game where you can play as super heroes fighting on the ground.

EDIT: Ouch at some of the prices.

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Sounds like you mostly have a background in traditional RPGs but want to break away from that mindset, so it might help to have a bit wider exposure. THRASH and Final Stand might be an interesting place to start. They're both free martial arts RPGs from the 90s and 00s. While they're not aimed at kaiju, they're both heavily focused on combat pacing and they're different enough from mainstream games that they might give you some inspiration for how to lumbering tugs-of-war. Riddle of Steel is another non-kaiju game that focused heavily on pacing, though it's not free and the prices on the aftermarket have been crazy for a long time. But you could at least get an idea of how it works from the reviews. Another interesting game with a different pacing mechanic is the dueling RPG Swashbuckler. Which I think is still fairly cheap, but again you can get a decent overview of the system from reviews.

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Thanks I'm taking notes

Ruprecht:
You could use a modified Legend system. It's based on old RuneQuest and has an SRD to work from. Basically HP and Armor for each body part, and armor absorbs damage.  Percentage to hit. You could easily add a bit of complexity with armor providing different protection against fire breath or blunt damage or explosions. You could also hack the percentages to d20 if you want it to feel more like the D&D side of things.

There might even be a Mech hack out there already.

Eirikrautha:
One thing to note, mechanics-wise.  I think it would be especially thematically appropriate to have a solid catch-up or last-ditch mechanic in your combat system.  Most of the media depicting these kinds of things follow a standard pattern of conflict: kaijus meet, one is repulsed, they meet again, the hero is nearly defeated, a last-ditch power or circumstance allows it to recover and emerge victorious, etc.  Something that triggers at 50% health (or even 10%) that boosts power or effectiveness (I can't believe I'm going to say this... but something like 4e's bloodied condition) would really fit the tropes of this genre well.

Accaris:

--- Quote from: Ruprecht on April 16, 2022, 01:34:17 PM ---You could use a modified Legend system. It's based on old RuneQuest and has an SRD to work from. Basically HP and Armor for each body part, and armor absorbs damage.  Percentage to hit. You could easily add a bit of complexity with armor providing different protection against fire breath or blunt damage or explosions. You could also hack the percentages to d20 if you want it to feel more like the D&D side of things.

There might even be a Mech hack out there already.

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I'll take a look at the Legend system. What you've described is similar to an idea I'm mulling over, which is that each giant monster will have an "invincibility" rating that must be overcome before they're vulnerable to attack, with one or more weaknesses making it easier to penetrate than others. I don't want it to feel like D&D though.

Accaris:

--- Quote from: Eirikrautha on April 16, 2022, 04:43:57 PM ---One thing to note, mechanics-wise.  I think it would be especially thematically appropriate to have a solid catch-up or last-ditch mechanic in your combat system.  Most of the media depicting these kinds of things follow a standard pattern of conflict: kaijus meet, one is repulsed, they meet again, the hero is nearly defeated, a last-ditch power or circumstance allows it to recover and emerge victorious, etc.  Something that triggers at 50% health (or even 10%) that boosts power or effectiveness (I can't believe I'm going to say this... but something like 4e's bloodied condition) would really fit the tropes of this genre well.

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Yes, this is important. I'm almost inclined to have this kind of "final gambit" action to be up to player + GM negotiation; the player describes what they want to do, and the GM decides what the chance of success will be (without a bunch of charts). I'll see though. Someone suggested a wrestling RPG to me to check out, although I forget the name of it.

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