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Ideas for a simplified combat system

Daddicus

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This is a follow-on to a thread discussing What's wrong with combat? (Or, what can we do to fix the current system?)

In this thread, let's share ideas for simplifying the combat system. Stay true to the vision Marc has, but make it simpler. In other words, ideally, about the same depth, but with less complexity. See this video for the depth vs. complexity concept, if you're not already familiar with it.

I'm not going to poison the well by jumping into my own ideas. ANYTHING goes, as long as it can be shoehorned into the spirit of Marc's vision for combat and is less complex (or faster, etc.)

Jim
 
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I'm thinking we should probably also state each idea's scope as ranged, melee, and/or unarmed. More than one is OK.
 
Okay, I think the first thing is to use total damage against armor and ignore stuff that requires other protections.

Next, let's talk about sequence. I think voluntary first shooter is a fine idea if it doesn't guarantee total annihilation before the other side gets to go. But I'm afraid there needs to also be an initiative by side option. I suggest roll Agility on 2d and fit it into the contest per side. Why Agility? Because it gives a natural advantage to animals who don't benefit much from leadership or tactics.

So, I'd like to suggest the to hit task be 2d + Range with Size as a flat bonus to hit. Partial Concealment gives - 2 to be hit. Full concealment gives -4 to be hit.

Cover gets a rating from 2 - 11 and is rolled on 2d6. If it is hit, soft cover has 5 hit points and hard cover has 5 armor and 5 hit points. A military vehicle or bunker used as cover has its existing armor. Concealment only affects your chance to hit.

Tactics skill is an interesting problem, the tactics pool is just one more to hit modifier at present and that in a system where it's really hard to miss. I think it could do more. In particular I think it might improve cover or concealment or make it harder to detect the target though of course IR makes ambushes a joke.

So, I'd like to suggest linking the benefit from tactics to the difficulty of the roll. Also, tactics should mainly relate to movement not attacking. Any fool can spray lead indiscriminately. So say out flanking eliminates cover if successful but is a 3d task, whereas simply trying to cut off pursuit is only 2d. Making it look like there's more of you 4d. Getting melee troops into charge without being shot range is probably 5d. (let me tell you about the time my Romanian cavalry platoon charged an smg platoon)

The thing is to create some meaningful tactical decision making narrative in combat rather than leaving it as a mere number crunching exercise.
 
The thing is to create some meaningful tactical decision making narrative in combat rather than leaving it as a mere number crunching exercise.

Hmm, if that is the goal, let me offer you an alternative use for the Tactics skill.

Instead of pluses for whatever actions, how about intelligence?

Specifically, if a successful Tactics roll is made the 'losing' side is required to inform you what they are going to be doing the next turn or more.

Possibly tag the number of turns to the skill level.

Also, both sides may be successful and understand what the other is up to. Lowest roll or skill has to describe first.
 
So a declaration of intent phase for one side or the other? How do you stop the players on one side from lying to take advantage of their failure. I suppose you can require their actions to run as described and only generate results.

It could work. It's so fundamental to Rolemaster that most people think the game is slow and doesn't work because, being experienced D&D players, they scrap the declaration of intent phase.
 
Combat rules should support players making meaningful decisions about their actions, taking their situation into account. Provide that within simple rules and you might be onto something.

Simplified combat could be seen as a set of (customizable) defaults gathered around the T5 Task System.
 
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