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22:50, 28th March 2024 (GMT+0)

Alternate Combat System for RPGs that roll for Damage.

Posted by batfrog
batfrog
member, 49 posts
Tue 16 Aug 2016
at 13:31
  • msg #1

Alternate Combat System for RPGs that roll for Damage

I was thinking about an interesting way to inflict damage on HitPoints in RPGs like D&D or other types of RPGs, I made the assigning damage into a further battle for how much to inflict, Its fun :)

Alternate Combat sysytem for D&D RPGs or other RPGs that roll Dice for Dammage, all the hit damage is from your rules are used in calculating the damage inflicted, but makes for a more intense battle, and gives a feeling of strategy in selecting your battle dice.

If a hit is caused by rolling a to 'hit roll' or is an autamatic, use the following dice battle battle

(eg 3d4s damage would have a total of 12, you can split it into a d4 ad6 and a remainder or 2)

The total damage that can be inflicted, then secretly divide the total number into smaller numbers(all numbers must match a type of die, EG a 6 = D6 a 4 = D4 a 8 = D8 a 20 = a D20), now keep all remainders(but Remainder has to be equal or less to the lowest die). (BOTH players use the same total number)

Now each Combatant rolls the lowest type of die to get an attack result, if one of the combatants dosnt have the correct Die then the Remainder value is his attack result(if the combatant without a die loses then he now loses his remainder)

if the defending combatant dosnt have a die or a remainder he imediatly losses the round and the HitPoints are reduced by the die, but if the attacker dose not have the correct die or remainder battle damage now stops (so it pays to have the dice needed, but a big die would likly win the roll, so a d20 would probably win a d6 - but if you lose your remainder value your d20 would be worthless) the HitPoints are reduced by the winning die roll, but if the defending combatant rolls higher the attacker looses the chance to damage, if its a tie then no damage is done with this roll

and finaly if all die on both sides are gone and only the remainders are left, then the highest remainder wins, a tie is a draw(no damage).


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the above system could be modified to include Dodge in the total number for the defender, or other such modifiers

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This message was last edited by the user at 14:01, Tue 16 Aug 2016.
swordchucks
member, 1267 posts
Tue 16 Aug 2016
at 15:00
  • msg #2

Alternate Combat System for RPGs that roll for Damage

Devil's Advocate:

It sounds like this would take forever in a game like D&D where HP totals can reach into the hundreds and individual attacks tend to be a smallish fraction of that.  If you want this system to work, you'd almost need to build an entire game system around it rather than trying to wedge it into an existing system.
batfrog
member, 50 posts
Tue 16 Aug 2016
at 15:24
  • msg #3

Alternate Combat System for RPGs that roll for Damage

I can see your point, but RPGs can take forever anyway, and some people might like this. I was only thinking of smaller battles, but its just one approach to a more in-depth way of assigning damage, maybe I should create a system for it , it could be a good idea to do.
swordchucks
member, 1268 posts
Tue 16 Aug 2016
at 15:39
  • msg #4

Alternate Combat System for RPGs that roll for Damage

Now... if you were using a method like this for resolving a battle, not just an individual attack, I see more appeal in it.

There's a game in the works called Upwind (by the guy that made Blue Planet) that uses a single "play" to resolve an entire conflict, no matter how big that conflict might be.  Stakes are set at the start of the fight, negotiated, and then the play is made.  The players might win, the players might lose.

EDIT: UpWIND.  The game is called UpWIND, not Uplift.  (Well, just Upwind, I think.)
This message was last edited by the user at 16:23, Tue 16 Aug 2016.
batfrog
member, 51 posts
Tue 16 Aug 2016
at 16:02
  • msg #5

Alternate Combat System for RPGs that roll for Damage

Yes your probably on the right track, I can see a battle being resolved like this, Ive not seen Blue Planet before - I will remember it.
willvr
member, 954 posts
Tue 16 Aug 2016
at 16:04
  • msg #6

Alternate Combat System for RPGs that roll for Damage

Not only that, but it makes my head hurt. Maybe that's the way it's written; but as it reads, it looks like having to figure out mathematicals formula. That's a reason I choose games like DnD; the maths skill required is really just addition and very simple at that. This reads as quite complicated.
batfrog
member, 52 posts
Tue 16 Aug 2016
at 16:08
  • msg #7

Alternate Combat System for RPGs that roll for Damage

I could probably explain it better, please don't let my description put you off , its easy once played just like an RPG is after you figure out the char sheet
batfrog
member, 53 posts
Tue 16 Aug 2016
at 16:24
  • msg #8

Re: Alternate Combat System for RPGs that roll for Damage

swordchucks:
Now... if you were using a method like this for resolving a battle, not just an individual attack, I see more appeal in it.


I like this thinking more and more, like a difficulty number assigned to play with, then a situation decided that can be anything, one dice mechanic for everything.
OceanLake
member, 970 posts
Thu 18 Aug 2016
at 03:36
  • msg #9

Re: Alternate Combat System for RPGs that roll for Damage

I have suggested an adventurer's aura which absorbs damage until one reaches the HP the character has at first level. That way, one need not describe the damage, speeding up the game...in real combat, being stabbed in the side would disable a combatant. The suggestion plopped, but try, try again....
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