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View Full Version : Advice for simplifying combat needed



modsr
05-11-2006, 12:15 PM
I am always a bit overwhelmed with all the different maneuvers in the Combat! system. It seems like combat ends up feeling like a game of rock-paper-scissors, and it isn't helping that there are a LOT more than three options. So I was thinking if I should drop a few maneuvers to simplify the decisions a bit. I was thinking along the lines of drop everything except Strike, Avoid and Block. MAYBE add Great Strike (as it isn't a whole lot more complex than Strike) and Lock (as armor would possibly become even more powerful). How does this sound?

I know there is the option of using the Bloody versus test rules instead of Combat!, but I don't consider it to be a valid choice as it simplifies combat too much.

This is somewhat unrelated, but it seems to me that using the full Combat! rules, Counter-Strike is the best maneuver all-around. If I understand correctly, you can distribute the offence and defence dice after you see what the opponent scripted, and the ONLY maneuver against which you don't get to strike is Feint (am I correct here?), it seems almost over-powered.

Thanks in advance.

luke
05-11-2006, 12:27 PM
Moved to Spark.

khelek
05-11-2006, 12:52 PM
I did this for two games... thoughI included charge as well, as it is nessassary for people who have the sorter weapon.

If you do use a limited number of Maunvers, definetly introduce a new one at least once a session till you are running at full. We found that the whole suite made for a better game.

Do a search on counter-strike it has come up before.

Thor
05-11-2006, 01:00 PM
Hi modsr,

If you want to simplify combat, my suggestion, first and foremost, is to download the Fight! scripting sheet (http://www.burningwheel.org/wiki/index.php?title=Image:BWR-Fight-Checklist.pdf). Use it! It works.

Secondly, to get your feet wet, ignore Positioning and Stances to begin with. Limit yourself to the Fight Actions section of the sheet (without Charge/Tackle): Avoid, Beat/Bind, Block, Counterstrike, Disarm, Feint, Great Strike, Lock, Push, Strike, and Throw Person.

The descriptions of each of these maneuvers and their mechanics is right on the second page of the sheet.

Play with that for a while. Then add in stances and positioning when you feel comfortable.

As for the power of Counterstrike: sure, it's a good maneuver. But it only works against Strike, Great Strike, Disarm and Push. It is utterly useless against Avoid, Block, Beat and Bind (!), Lock (!!), and Throw Opponent. It is worse than useless against a Feint.

In play, against a good scripter, a Counterstrike is a risky maneuver. You go for it when you think you've got your opponent figured out.