Thursday, March 20, 2014

Bloody Fields, Petty Kings combat

Several more pseudo games have helped focus the combat system - it is still buckets of dice, but it works.

The changes and summary

The ratios have been tightened up with some smaller gradients on the upper end,
3/1↔5/2↔2/1↔3/2↔5/4↔1/1↔2/3↔1/2↔1/3↔1/4

Note that currently the highest is now only  3/1, that may yet need ratcheted down further. The problem is 3/1 works fine on an 8 figure unit, becomes cumbersome for 12, and for a 20 spear goblin unit is a pain, especially with retaining the exploding die. Of course to get goblins up there would take seven steps, so when would that actually happen.

Anyway, combat goes;
  • Figure base ratios and apply situational modifiers
  • Play combat cards, recalculate dice if needed
  • Allocate combat dice between defense and attack
  • Roll, both sides take casualties
  • Morale
  • Follow up
Combat is slower and some of the sample melees hung on for six or eight turns while others were knocked out in 1. As a result there are some new overrun rules and new rules for overlapping, and an overrun for when a combat collapses on the first round.

The casualty recovery has been retained, it can be tricky deciding when to try though.

I like the way this combat system has played out - once players are use to the system there is very little to look up and both players have a couple of decision points which are made at the same time, keeping things moving quickly.

Also, in an RPG there are few things more frustrating than an encounter which is preordained. You as a player cannot control when or even if it happens, what you do, and surely not how it will all turn out. You are just there to spectate. Such encounters leads to complaints of railroading and gnashing of teeth along with a heavy dose of resentment towards iron handed DMs.

It is far worse in a competitive  miniatures game where the other player can't try to use a position of impartiality to justify your helplessness. I know how mad I can feel and I have seen others actually quit a game in frustration.

So in designing a game how should this be handled?

First by giving players some control by giving them options. When charged or subjected to a spell a player should be able to do something that makes a difference or has a chance, even if it is small. For example a unit of archers is charged suddenly by a fast moving bunch of cavalry. What should the charged player be able to do?

  • at minimum, stand and fight
  • run, hoping to outdistance the charger
  • rush with the bravest few as a forlorn hope while the rest run, again hoping not to be slaughtered.
  • charge
  • fire as they come

This is just musing on my part, but as I go forward it needs to be kept in mind.

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