Showing posts with label Combat. Show all posts
Showing posts with label Combat. Show all posts

Sunday, October 25, 2020

Commentary on Session 8 combat and prefaced by prior test versions.

This post is reposted from the post at https://www.reddit.com/r/Solo_RPG_Tools/ concerning the story combat session past with identicall post names. 

Thanks, to the current subreddit members! If you haven't joined the community yet, every membership helps bring more of my tool content [the next goal is 15 members to open the next content reward, an encounter-type tool]. See Coin Solo RPG System 1_05 for membership criteria.

[Spoiler text is for if you haven't yet looked at the Setting up, Inciting Event, and Sessions 3 through 8 result. Read those posts first.]

I felt very satisfied with the first conflict giant worm one-shot kill. Here is why.

I wanted to comment on the session 8 first giant worm conflict combat result and preface it with a recap of the 3 prior test Combat Results so far. I'm recounting a summary what has happened so far with the combat system to sort of explain why I thought and felt that way.

You can read the full prior tests in those posts from months ago.

For Version 1_04, there were two combat test results.

1st Test 1_04

In the first combat test done with the simultaneous, before adding combat skill, combat done 3 months ago between William and the demon wolf went as follows.

  1. William shot off the demon wolf's right hind leg and the wolf bit lightly into his abdomen.

  2. William missed with the walking stick, and the demon wolf killed William by ripping open William's stomach, abdomen muscles, and main artery. (William died in two rounds)

2nd Test 1_04

In the second test, the final nature of the combat was made very apparent as well. This was before factoring negative ability, negative skill, and before skill models.

  1. William shot blasted the demon wolf in the chest destroying muscle, bone, and organs and the demon wolf bit and clawed at William's abdomen causing light wounds. (Demon wolf died in the first round)

1st Test 1_05

In 1_05, the skill models, weapon scaling, and revised damage rules for the current version were added.

  1. William's blast nicked the wolf's rear left leg and the demon wolf bit off a chunk of William's left arm rendering it limp and useless.

  2. William swung and broke the demon wolf's rear left leg with a walking stick and the wolf bit and clawed light damage to William's upper right leg.

  3. William swung his walking stick with a heavy blow to the demon wolf's and struggling the demon wolf bit and teared at his lower left leg. The demon wolf then collapsed dead. (William killed the demon wolf in 3 rounds after taking a heavy left arm wound)

  4. William then was overcome with poison for a period of time.

Correction for 1_05 and 1_06 combat example

I noticed and will change one example that needs one small correction as noted for the 1_05 and 1_06 PDF versions. It doesn't change the rule nor the example. It just was a typing error shown in bold. The combat doesn't change at all.

The disadvantage slides the pistol shot from 4-2=+2 to 2-1=+1This means, because of the disadvantage, the damage would go to the 2nd flip instead of the first flip. 1st tails, 2nd 2 coin damage tails & tails = both tails damage, 3rd flip = heads. Damage result = player inflicts Light damage, opponent inflicts Heavy damage. William's target = tails, heads, heads= Upper left leg receives heavy light damage.

Session 8 William vs Worm Commentary

Having prefaced this giant worm story combat with what William has experienced in the past 3 combat test examples, this worm combat felt really good and satisfying. Especially after all of the narrative setup and giving William a real reason to fight the worms, his one shot to the head (well giant worm mouth) was very satisfying.

It is satisfying after experiencing frustration with both Troy in the corn field, that sadness of Mr. Anderson's farm, questioning whether it was even his battle, and Harry telling aunt Sarah about uncle's dire situation.

If you haven't looked at that text yet, see sessions Setting Up, Inciting Event, and 3 through 8 for the current former Mayor Jacob Vaast adventure.

Even though the story will continue, I knew I had to stop after the one-shot kill.

Friday, June 3, 2016

ABS12: PL base statistics

All the changes from this page will be added to the complete master game page at A Basic System 12 (ABS12).

Instead of listing every creature by power level, I'd like to experiment having a base skill core for all creatures - which already is in the design - and create all the non-human's descriptions so that they can be created at any PL. Then I'll remove the PL encounter lists that I made per PL, leaving somewhat simple calculations.

I'll also need to make a conditions list such as zombify.

For now, I'll put the top one visual near the description list on top. And the numerical chart will go near the bottom near the entire the entire description list.




A Basic System 12 (ABS12)
Index of my blog

Monday, May 30, 2016

ABS12: The anatomy of the combat numbers

All the changes from this page will be added to the complete master game page at A Basic System 12 (ABS12).

For this post, I wanted to look into what exactly the numbers in the formula mean. This is important to help determine how to describe actions.

Minor change

One other change I'm making is removing the PL from PL damage roll, PL Live, and PL defense, which don't seem to make sense anymore.

Verb Skill formula portions


1. Situation roll portion
The first roll 1d12, in every type of roll means the situation roll. Situations can vary from good to bad. The first random roll tells you how good current situation about the skill or combat.

Player should describe exactly how the character does something, not just what a character does. 

If a character uses a description verb to look for clues, then the player should explain exactly how the player will search for clues. Will they look through all the drawers and cupboards? Having explained how the character will search, the roll can then be performed to describe how lucky fate is with the character in performing the task.

Interpreting the numbers
A 1 is so bad that it's a fumble. A 12 is so good that it's a automatic success.

Describing the situation depends upon what type of action is being performed. Once you have that action in mind, you can describe the situation surrounding the action using adverbs and adjectives in similar degree to the the result rolled. The situation may be environmental. It may include actions of opposing characters. It may include the conditions of the character performing the action.

Above six becomes more positive.
Below six becomes more negative.

Here is a general adjective scale denoting quality and degree for the situation surrounding the how the action is performed.



If as in the prior example, if the character is looking through all the drawers and cupboards looking for clues, and the player roll a three - what does that mean?. A three is very bad. What could a very bad situation mean or look like when searching through cupboards and drawers? It might mean that the character rushes through the search doing a poor job of searching. It might also mean that despite ones great skill, something happens to be covering the thing that the character is trying to find. The first explanation is a more method based or quality of performance rational. Whereas the second one is luck based or quality of the environment. Either way, they both explain and describe a the situation that is very bad.

2. Learned description level and power level experience portion
Both the PL and DL portions are fixed. 

The PL represents experience as the character acquires more real world experience. Characters recognize patterns and appropriate methods just by watching life around them. The learn little tricks to help live even doing unskilled and untrained actions easier. They have life knowledge.

The DL represents learned skill. It represents actual study, practice, exploration, teachings, and education. They receive education formally or on the job.

The next portion of the formula appears in combat. It is a special kind of roll called the damage roll.

Offensive roll 1d12 + PL + DL + Damage roll

3. Why is the damage roll added to the offensive roll?
The damage roll represents how viscous and potentially damaging the attack, blow, or strike is. The damage roll is potential damage, rather than actual damage.It represents how deadly the strike could be - how much force and accurate the blow may be. Even with a little lesser luck, a very powerful attack my still do damage if the attack is powerful. Too much of a bad situation will make even a powerful attack miss. Yet a great situation might help a weak attack still hit and do damage depending on the defender's situation.

The lowest damage possible is 1. Even variable damage weapon will at least do 1 point of damage

In damages where even a roll of 1 is made out of 1d12/6, = is all one or the other. There is no fumble or automatic success from the damage roll. Your only trying to find the amount, in this case 1 or 2. It's either one or the 

Damage roll is countered with the armor value portion of the defense. The defender offsets the damage roll with their fixed defense which is made up of skill (DL) and experience(PL) plus any armor.


Damage Table



Sunday, May 29, 2016

ABS12: Test play, Game System combat & skill + Solo Game Engine + Fact Generator

ABS12 Solo Game Engine and Fact Generator
ABS12: Basic Fact Generator
ABS12 Solo Game Engine: Additionals, Branching, & Conditionals
ABS12: Synonyms for writing using the ABS12 Solo Game Engine
Testing the ABS12 Solo Engine and Fact Generator
ABS12: Story Engine
ABS12: Drama Escalator

ABS: Solo Gaming Engine - flexible version It contains 1d6, 1d8, Fate, Fudge, 1d10, 1d12, 2d6, 3d6, 1d20, 4d6 JAGS, and 1d100 columns and modifiers.

Picture I made after the story was written. A collage of three images. In the actual story, Dwima has one elven blade not two

In this session, I want to try planning to test the skill, combat, solo engine, and fact generator all together if possible to see how they work so far. All of them can be found in the ABS12 gaming system.

In the last test I tried a PL1 fighter vs PL1 fighter. In this one I will try a PL1 fighter with a PL0 encounter.

I will set up the game story first. Each step I will show the work of how those ideas were created. Then I will start the story. When I need a decision I'll use the solo game system. For ideas and story, I'll use the fact generator. For combat I'll use the ABS12 combat system.

After the game detailed story I will do an analysis of the game system and story results.

I will end by cleaning up the story and presenting a more readable first draft of the story with minimal editing. This should be easier to read. But first I begin with the story framework.

Genre: I want to this to be a fighter character in a fantasy setting.

Characters:
Dwima the elven fighter PL1

Fighter11Lf 4Sp 5Def 61d12/3SwordRescue+21Speed3
vs

a grunt orc fighter PL0

Fighter00Lf 0.5Sp 1Def 41d12/3SwordRescue +20Fighting0Speed0

Roll for Scene Location
Rolling for setting seeds using the fact generator.

I'll roll 4 and see if it's enough.

1d12 = 3 = Taste; 1d12 = 12 = Suck
1d12 = 12 = Description; 1d12 = 7 = Small
1d12 = 4 = Hear; 1d12 = 12 = Background
1d12 = 3 = Taste; 1d12 = 12 = Sweet

To me these two words fit togheter like tasting a sweet fruit. Small, Sweet
And these means hearing something in the distance. Suck, Background

I roll one more time to clearify.
1d12 = 8 = Time; 1d12 = 1 = Stop

Scene Setting
Okay, the scene is that Dwima is outside in an orchard tasting a sweet fruit - a golden juicy peach - when in the short distance he hears the sound of an orc sucking loudly on peaches coming down the rows of peach trees. That sound stops him immediately and he will go into action.

Note on the orc language
When the orc speaks, I will use some of the orc vocabulary and grammar that I made for Aioskoru several months ago, which will be unreadable to others. That is until I publish that orc dictionary sometime in the future.


It was beyond delicious.

The sweat nectar of the morian golden peach dripped down the sides of Dwima's mouth as he slowly and carefully took bites from the delicious golden goodness.

It filled his stomach and helped ease the hunger pains that he had been experiencing the last few days during the long hot days of crossing the eastern wasteland. Days when all he saw was grey barren flatland sprinkled with burnt oases.

This is most likely the best food I have ever tasted.

He felt his spirits lifted and having nearly lost his sanity.

"Vinun ka ava kiut kokorov," said a deep gurgled voice, just over the crest of the small rolling orchard hill.

[Does Dwima recognized the orc voice words in his hunger? -2 Somewhat Unlikely in his starved state; 1d12 = 4 - 2 = 2; No, also > Not only does he not recognize the orc's words in his hunger + ]
[Rolling twice for other negative seeds. 5 = Scent, 6 = Woody; 8 = Time, 8 = Old; Old + Woody scent > The scent of the old peach tree orchard wood distracts him as well]

The sweet taste and euphoria that the peach together with the old woody peach tree aroma overtook Dwima's mind.

"This is the best place ever," he shouted and began a dance around amount the fruit trees."

It reminded him of last year's harvest feast, among the myrtle trees.

[The young orc heard the shout and chooses to attack the distracted and slightly insane elf Dwima.
The orc is at an advantage due to the distraction. 1d12 = 5, 1d12 = 6, the 6 is higher.
Offensive roll 1d12 + PL + DL + PL Damage roll
Orc Offensive roll 6 + 0 + 0 (3/3) = 7

Defensive roll 1d12 + PL Defense
Dwima is at a disadvantage due to being distracted.
1d12 = 4, 1d12 = 11, the 4 is lower
Dwima Defensive roll 4 + 6 = 10

The orc's roll is only half way of the possible results - not very good, despite having an advantage.
In addition, the damage portion isn't very good - only 1 out of 4. So obviously, the orc didn't attack well and the situation wasn't great

I roll a quick single time to help explain why.
1d12 = 6 = Think, 1d12 = 8 = Observe
Think, Observe > I interpret this then that the young orc is so focused at hitting the elf that it forgets to to watch it's step.

It does hit Dwima because the 6 exceeded the 4 situation and 2 more skill, but the plate armor easily protected Dwima - only 1 damage to the 4 armor.]

Dwima brought the peach up to -.

He felt his armor jolt in a violent chorus. His plate armor rang out like frantic bell ringer. The shock of the blast temporarily shook him causing him to loose his breath for a moment. He shook his head to clear his head and gasped to gulp in some air. He turned his head to see the stone grey features of an orc trying to regain balance.

Removing his long elven blade, he prepared to fight back.

The scent of wood receded as Dwima squinted and sized up his would be assailant.

"You son of a troll," he brought sword sideways in an arc.

[1d12 = 9 + 1 + 1 + (1d12=3/3) = 12 attack roll
1d12 = 9 + 4 = 13 defense]

Despite his well place blow, it wasn't enough to penetrate the black stinking plate armor.


[I'm going to drop narration and continue when something happens, focusing on major battle events.

Orc attack 5 + (10/3) = 8
Dwima defense 10 + 6 = 16

Dwima attack 6 + 2 + (5/3) = 9
Orc defense 6 + 4 = 10

Orc attack 5 + (8/3) = 8
Dwima defense  2 + 6 = 8]

After several clash of blades, the orc thrust at his throat.

Dwima panicked and barely was able to turn, to avoid possible death.

The orc was grinning a ghastly smile, fangs dripping with saliva.

His grip slightly trembled. Taking a deep breath of the air, he tried to regain his focus on the annoying grey beast in front of him.

[Dwima 11 + 2 + (8/3) = 15
Orc 6 + 4 = 10
15 - 10 = 5 > 4 = Spectacular success
Orc Life 0.5 - 5 = Dead
Spectacular Success + Kill!]

Dwima jumped forward, swinging his blade before the orc could respond.

He felt his blade crunch into the side of orc's head.

The orc's smile and grin froze. Slowly its face muscles slackened.

He yanked the blade from the skull, and the orc fell to the ground.

The trembling in his hands, briefly gone for that moment, returned.

He dropped his blade and fell to the ground.

[6 = Think, 3 = Apply, what does Diwam learn from this experience?]

I need to be more careful.

That old woody scent now felt threatening.

Sitting under the peach tree looking up, he saw one of the peaches drop towards him.

Reaching up, he caught it with one hand.

He held the peach in the air strong and steady. His trembling had dissipated.

Sitting up, looking over the peach briefly, he bit into the peach enjoying and replenishing his strength.

The peaches are good, but not that good.

After he gathered what was valuable from the orc and eating several more peaches.

He stared at a map that he found in the orc's pack. The map showed nearby village locations. Strange orcish markings wrote notes across the map. He tensed his stomach as he saw red ink arrows pointing towards the various villages.

A desperate need to answer questions entered his mind.

What was this orc doing? Do they plan on attacking the villages?

And have they already done so?

He looked in the direction of one of the marked villages. He could make out the river on the map in the distance.

Dwima gathered his gear and headed down the hill towards closest village near the distant river.

Analysis of the Tools
The tools performed pretty well, I think.

It takes me a while to write the bracket material. At first I felt the need to write everything out even the little details to explain the process. As time went by, I created more shorthand form.

The entire setting was a surprise. I added details to try to add significance to orchard.

I figured Dwima would fail, but not by that much. When he did, it forced me to explain how he would be caught totally off guard. That's why I fished for another clue and got the woody scent. So that became my explanation for why he was even more distracted.

The battle, I thought he would take down the orc quicker.

I sort of like how the orc almost hit Dwima.

For more effect, I added my own detail of the 'trembling hands' to help shed a little light on his uncertainty and near broken spirit.

Amazingly the next action was an overwhelming success, which received one of the new rules that I added after last test, the spectacular success. I checked to make sure it was a kill, which at PL 0 is 0.5 Life because they haven't received training yet (I don't think I've updated that in the core book yet). Any damage would have killed this orc.

I one more time and got the think-apply which was a great reminder for Dwima to be more careful and apply what he has learned.

For the rest of the scene I added my own interpretation and wanted to end on a somewhat contrasting and returning back to the beginning with the peach.

I wanted to end the scene with a little bad news - the orc's map. That way the story would have fuel to continue.

Main concern
Mechanic wise, I don't like rolling against myself during combat. It slightly feels like I am fighting myself. I will search out a method to help reduce this feeling.


"Peaches and Blades"
a scene by Ken Wickham 
Copyright © 2016

It was beyond delicious.

The sweat nectar of the morian golden peach dripped down the sides of Dwima's mouth as he slowly and carefully took bites from the delicious golden goodness.

It filled his stomach and helped ease the hunger pains that he had been experiencing the last few days during the long hot days of crossing the eastern wasteland. Days when all he saw was grey barren flatland sprinkled with burnt oases.

This is most likely the best food I have ever tasted.

He felt his spirits lifted and having nearly lost his sanity.

"Vinun ka ava kiut kokorov," said a deep gurgled voice, just over the crest of the small rolling orchard hill.

The sweet taste and euphoria that the peach together with the old woody peach tree aroma overtook Dwima's mind.

"This is the best place ever," he shouted and began a dance around amount the fruit trees."

It reminded him of last year's harvest feast, among the myrtle trees.

Dwima brought the peach up to -.

He felt his armor jolt in a violent chorus. His plate armor rang out like frantic bell ringer. The shock of the blast temporarily shook him causing him to loose his breath for a moment. He shook his head to clear his head and gasped to gulp in some air. He turned his head to see the stone grey features of an orc trying to regain balance.

Removing his long elven blade, he prepared to fight back.

The scent of wood receded as Dwima squinted and sized up his would be assailant.

"You son of a troll," he brought sword sideways in an arc.

After several clash of blades, the orc thrust at his throat.

Dwima panicked and barely was able to turn, to avoid possible death.

The orc was grinning a ghastly smile, fangs dripping with saliva.

His grip slightly trembled. Taking a deep breath of the air, he tried to regain his focus on the annoying grey beast in front of him.

Dwima jumped forward, swinging his blade before the orc could respond.

He felt his blade crunch into the side of orc's head.

The orc's smile and grin froze. Slowly its face muscles slackened.

He yanked the blade from the skull, and the orc fell to the ground.

The trembling in his hands, briefly gone for that moment, returned.

He dropped his blade and fell to the ground.

I need to be more careful.

That old woody scent now felt threatening.

Sitting under the peach tree looking up, he saw one of the peaches drop towards him.

Reaching up, he caught it with one hand.

He held the peach in the air strong and steady. His trembling had dissipated.

Sitting up, looking over the peach briefly, he bit into the peach enjoying and replenishing his strength.

The peaches are good, but not that good.

After he gathered what was valuable from the orc and eating several more peaches.

He stared at a map that he found in the orc's pack. The map showed nearby village locations. Strange orcish markings wrote notes across the map. He tensed his stomach as he saw red ink arrows pointing towards the various villages.

A desperate need to answer questions entered his mind.

What was this orc doing? Do they plan on attacking the villages?

And have they already done so?

He looked in the direction of one of the marked villages. He could make out the river on the map in the distance.

Dwima gathered his gear and headed down the hill towards closest village near the distant river.


Tuesday, May 24, 2016

ABS12: Combat Second test

All the changes from this page will be added to the master game page at A Basic System 12 (ABS12).

This is a replicated test of the same test performed in the post Combat first test; Variable damage?; Initiative. I am testing the features implemented since that last test, such as variable damage, to see if it has any effect on the gaming experience.

Getting ready to test a battle

The stats are now.

Fighter Stats
1PL Fighter
Fighter - sword, plate, +2 PL life, +2 rescue, +3 speed

To build the fighter, the current process is.
PL Life = PL + DL + PL Life bonus
1 + 1 + 2 = 4 PL Life

PL Speed = I'm not quite sure about the formula yet. It may be PL + DL + DL Bonus.
I assigned 4 speed.


Test

Battle of two fighters:
Fighter A; 1PL; 4PL life; 6PL defense; 4PL speed; 1d12/3 damage; 2 rescue

Fighter B; 1PL; 4PL life; 6PL defense; 4PL speed; 1d12/3 damage; 2 rescue

Turn 1
Fighter A attacks Fighter B. Attacker A rolls a 12 + 1 + 1 + (7/3) = 16 attack. Fighter B defends rolling a 9 + 1 + 1 + 6 = 16 defense. Tie goes to the defender. Attacker B successfully defends against the attack.

Fighter B now attacks Fighter A. Attacker B rolls a 4 + 1 + 1 + (8/3) = 9 attack. Fighter B defends rolling a 5 + 1 + 1 + 6 = 13 defense. Fighter B easily defends against the attack.

Already I notice that the nature of the combat is much different. No one has hit yet. Hopefully someone will, or else I may have to adjust the system.

Turn 2
Fighter A attacks Fighter B. Attacker A rolls a 9 + 1 + 1 + (6/3) = 13 attack. Fighter B defends rolling a 4 + 1 + 1 + 6 = 12 defense. Fighter A's blow of (6/3) damage penetrates causing the 2 damage. 4PL Life - 2 PL Damage = 2 PL Life.

Fighter B now has 2PL life remaining.

This is much different than the instant kill that happened last session. The combat is challenging and an advantage is given to the defender, in the case of the fighter.

Turn 3
Fighter A attacks Fighter B. Attacker A rolls a 1 + 1 + 1 + (9/3) = 6 attack. Fighter B doesn't need to roll a defense because 6 will equal the 6 defense will beat it without even rolling. I don't have any fumble rules yet. This most likely would be a fumble. I will say that Fighter a slips and falls to the ground.

Note to self: Automatic Success: An attacker/skill performer rolling a 1 is an automatic miss or fail. An attacker/skill performer rolling a 12 will hit or succeed unless the defender also rolls a 12, in which case the defender wins.

I want to also test the advantage combat roll now that the Fighter A has fallen down and at disadvantage. Fighter B is at advantage.

Fighter B attacks fallen Fighter A. Attacker B rolls a 1 and ll. At an advantage, 11 is higher. 11 + 1 + 1 + (10/3) = 16 attack. Fighter A attacks at a disadvantage rolling a 8 and 4. At a disadvantage, 4 is lower. 4 + 1 + 1 + 6 = 12. Fighter B's blow of (9/3) damage penetrates causing 3 points of damage. 4PL Life - 3PL Damage = 1 PL Life

Fighter A has 1 PL Life. Fighter B has 2 PL Life.

So far, the advantage and disadvantage roll seems to work. Fighter B would have defended the blow if it was  not at disadvantage and taken the first roll of 8.

Note to self: I don't have any rules for correcting disadvantage or standing up. For now, I will just say that correcting a fumble takes one full turn of no attack - in which they can also defend using a regular roll.

Turn 4
Fighter A gets up.

Fighter B attacks the now standing Fighter A. Attacker B rolls a 2 + 1 + 1 + (7/3) = 7 attack. Fighter A can defend regularly and rolls a 3 ... 3 + 6 will be over 7 so It's  a miss.

Turn 5
Fighter A attacks Fighter B. Attacker B rolls a 2 + 1 + 1  + (2/3) = 5 attack. Fighter B will automatically defend against the attack.

Note to self: If an attacker cannot exceed over the defense armor, the blow will miss automatically. The defender does not need to roll a defensive roll.

Fighter B attacks Fighter A. Fighter B rolls a 9 + 1 + 1 + (9/3) = 14 attack. Fighter A rolls a 2 + 1 + 1 + 6 = 10 defense. Fighter B's blow of (9/3) penetrates Fighter A's defense easily delivering the killing blow. I think because the blow was 4 over the defense, there should be some spectacular blow.

Note to self: If a combat blow 4 or more over the defense, the blow should be spectacularly cinematic. A cinematic blow would also have applied to the Fighter B hitting in turn 3, although it would not have cause death. This rule may be adjust in the future if 4 or more is too little. It may also be a bad decision when considering the other classes. I'll have to test them out and see if it creates too much of unbalance.

The sword pierces the fighter's chest through the heart burying the blade entirely through the fighter. The heart emerges, stuck on the end of the blade, still pulsing. 

Fighter B wins and earns 1 EP for killing a 1PL opponent.

End of Fight

Analysis

The variable damage has corrected the kill in one swing for the most part, unless the attacker gets very lucky.

This is a better combat than the last one.

I was also able to make a few rule notes to add to the game file: fumble, recovery, automatic miss, and spectacularly cinematic

Attack Speed

At some point I would like speed to affect how quickly a character attacks instead of just doing turn based actions. This would set up the ability to haste based on magic or potion as well - which would help the wizard. It's something to consider. I'm not just sure how one would be simple to implement.

Summary

The combat I think is better than the first trial. Some issues still need to be addressed or explained. I also have to test two different Descriptions to see how the system works balance wise.

A Basic System 12 (ABS12)
Index of my blog

Monday, May 2, 2016

Combat first test; Variable damage?; Initiative

All the changes from this page will be added to the master game page at A Basic System 12 (ABS12).

Getting ready to test a battle

In writing the Fighter information down, I notice that I had written +2 defense in the definition. That on top of the +4 plate feels too high for a starting character, so I switch the definition from defense to rescue, meaning they can give a +2 defense to any friendly ally to help defend them.

Fighter Stats
1PL Fighter
1PL Fighter; 3PL life; 4PL defense; 3PL speed; 4PL damage; 2 rescue

Test

Battle of two fighters:
Fighter A; 1PL; 3PL life; 4PL defense; 3PL speed; 4PL damage; 2 rescue

Fighter B; 1PL; 3PL life; 4PL defense; 3PL speed; 4PL damage; 2 rescue

Fighter A attacks Fighter B. Fighter A attacks and rolls a 4 + 1 + 1 + 4 = 10. Fighter B defends and rolls a 5 + 1 + 1 + 4 = 11. Fighter B successfully defends against Fighter A.

Fighter B now attacks Fighter A. Fighter B attacks and rolls a 10 + 1 + 1 + 4 = 16. Fighter B defends and rolls a 5 + 1 +1 +4 = 11. Fighter B does 4 damage to Fighter A killing Fighter A who has 3 PL life - 4 PL damage.

Analysis

Right away, I notice that Fighter damage can kill another character in one swing. I don't have variable damage at the moment built into the game system. If I did, I might do a roll/3 rnd up for fighters so that the results could be 1 to 4. Testing this out real quick another roll results in a 5 which would round up to a 2 damage. Thief would be roll/4, healer roll/6, and magic user would still be just 1. Like many other games, the healer and magic user would rely more on powers.

I pencil in the alternative damage system tentatively in brackets for now, just so I don't forget.

In the scene above, had Fighter A done only 2 damage, Fighter A would still be alive with 1 PL Life remaining.

Secondary thoughts

I also note down two skill information into the master page.

rescue- the character gives the defense bonus to a friendly character. This is because they are helping to defend that other character.

covert- the character uses skill to become hidden, hides behind objects, stays in the dark, is less noticed, pretends to be dead, or other techniques to gain an advantage over opponents. They can then do a covert attack with increased PL for attack and damage.

I also do not have a initiative system, so I create on quickly.

Initiative
1d12 + PL + Speed
Who goes first? In situations where everyone must know when they act, initiative can be figure. Each character rolls and adds their PL and any Speed bonus. Ties mean simultaneous actions.

The 1d12 represents the random nature of events. The PL represents awareness gained by experience - the recognition of causes and effects. Speed represents a quicker skilled action or natural quickness.

Summary

I've added the new skill information, initiative, noted variable damage, and made the change to the Fighter definition on the master game page.

A Basic System 12 (ABS12)
Index of my blog

Sunday, May 1, 2016

A Basic System 12 (ABS12) Part 2: Basic rules: skills, unskilled, combat, and power actions

The ABS12 needs some rules. Although I provided mechanical structure, I need to add process or procedure to those mechanics. These rules are written much like the first set of mechanics. No evaluation nor judgement will be made until they are tested. For now, they are just raw untested formulas and ideas.

They will be added to the current overall page.
A Basic System 12 (ABS12)

Skills 

Characters and opponents need to perform tasks or actions in a game. These skilled actions can either be something not covered by skills learned, covered by skills learned, combat action, or spell used.

Unskilled action

1d12 + PL
For actions not covered by definitions, use the PL only to modify rolls. This means that your experience of living and advancing helps you with everything, but that you do not receive an expertise bonus.

Skilled action

1d12 + PL + Definition Level
For actions covered by definitions, use the Pl and the Definition Level to modify rolls. This means that in addition to your experience of living and advancing you also receive expertise bonus for learning more about those types of actions.

Combat action - to hit

Offensive roll 1d12 + PL + Definition Level + PL Damage
Defensive roll 1d12 + PL + Definition Level + PL Defense
Whichever total is highest, wins. Ties we will say goes to the defensive person.

Combat action - damage

Defender PL Life - Weapon PL Damage
If the Offensive attacker exceeds the defensive defender, then the defender is damaged. Reduce the PL Life temporarily by the weapon PL Damage amount. If the PL Life is reduced to zero, the defender is dead.


Power action

Power roll 1d12 + PL + Definition Level
We will just say that the only requirement is to be able to see the target to launch a fireball or heal a player. The difficulty for range of spells will be in 10 feet increments beginning with Very Easy (roll 3 or higher0 up to 10 feet from the caster. For a fireball, the defender may make a defensive roll.


A Basic System 12 (ABS12)
Index of my blog