modsr
07-15-2006, 10:36 AM
Here we go again. In my neverending quest to make the Fight! mechanics more playable to me and my group, I've devised yet another possible solution, and would like to hear your comments on it.
BTW, my last attempt, The Wheel Of Steel (BW meets TRoS combat) worked really great IMO, but my players had some serious issues with using two different sets of books. Like me they liked how the two games fit almost perfectly, but just found the heaps of books unbearable. I will continue to play certain types of games with Wheel Of Steel, but am looking to make BW my no 1 game.
I've said it many times before: I don't like the scripting-part of Fight!. I do, however like scripting in RaC and DoW. I was wondering why it is so. I realized it has a lot to do with multiple actions in a single volley (which is different from RaC and DoW). Trying to guess when an opponent takes his 4th and 5th action feels frustrating, makes combat more of a mishmash, and takes the fun out of it (for me). DoW and RaC feel more structured and less chaotic (I know, this is probably intentional but it's still making melee a PITA).
I got to thinking, what if everyone had 3 actions in Fight!, just like in DoW and RaC? Reflexes would be far less important, pure skill and brawn would become more important (I feel Power is way too unimportant for a fighter-type character in BW). Reflexes would still have its other uses:
- +1D for positioning tests (higher Ref)
- bidding for Initiative
- changing actions
Did I miss any? Anyhoo, high-reflex guys would then fight like I think they might in real life: by adapting to the situation and going first, not hitting a guy twice in the time it takes his opponent to make one block. If multiple strikes were available, it should be based on the character's skill, if anything IMO. But that's beside the point, I'm really OK with 3 actions in 3 volleys.
Taking damage would not drop your actions. The death spiral is leathal enough already IMO. On average though, I guess failing a Steel test would become more dangerous than in normal Fight!, as the average combatant has 3+ actions, so that would bring some "balance" to the equation. And it would make Steel more important, which is also cool since I'd imagine Steel (or something like it) would be very important in real-life combat.
Possible complications I just thought of include drawing a weapon or taking any other multiple-action-requiring action. They would seem to take a very long time. I haven't thought this through but maybe you could use your "additional" actions (those in excess of 3) for actions not directly related to combat (physical acts). I would imagine this is also something a high-reflex guy could do well in combat: close doors and fell bookshelves amidst exchanging blows. Another complication would be that Ref 1 and Ref 3 wouldn't be different anyhow (except for positioning tests), whereas in the original system 1 and 3 make a world of difference. Still, I don't think this is a big problem as I have yet to encounter even a Ref 2 creature. Ref is a derived attribute and it's not like players are going to Min/Max it as Speed, Agility and Perception are very important stats in combat and outside of it.
I bet I'm missing something here, and that's why I posted this for others to read. I think the above rules are pretty simple and make a big(ish) difference on how combat feels, what kind of characters excel in combat and how higher-reflexed characters fight. And I don't feel like I'm raping the system as such mechanics are already present in the game (DoW and RaC).
BTW, my last attempt, The Wheel Of Steel (BW meets TRoS combat) worked really great IMO, but my players had some serious issues with using two different sets of books. Like me they liked how the two games fit almost perfectly, but just found the heaps of books unbearable. I will continue to play certain types of games with Wheel Of Steel, but am looking to make BW my no 1 game.
I've said it many times before: I don't like the scripting-part of Fight!. I do, however like scripting in RaC and DoW. I was wondering why it is so. I realized it has a lot to do with multiple actions in a single volley (which is different from RaC and DoW). Trying to guess when an opponent takes his 4th and 5th action feels frustrating, makes combat more of a mishmash, and takes the fun out of it (for me). DoW and RaC feel more structured and less chaotic (I know, this is probably intentional but it's still making melee a PITA).
I got to thinking, what if everyone had 3 actions in Fight!, just like in DoW and RaC? Reflexes would be far less important, pure skill and brawn would become more important (I feel Power is way too unimportant for a fighter-type character in BW). Reflexes would still have its other uses:
- +1D for positioning tests (higher Ref)
- bidding for Initiative
- changing actions
Did I miss any? Anyhoo, high-reflex guys would then fight like I think they might in real life: by adapting to the situation and going first, not hitting a guy twice in the time it takes his opponent to make one block. If multiple strikes were available, it should be based on the character's skill, if anything IMO. But that's beside the point, I'm really OK with 3 actions in 3 volleys.
Taking damage would not drop your actions. The death spiral is leathal enough already IMO. On average though, I guess failing a Steel test would become more dangerous than in normal Fight!, as the average combatant has 3+ actions, so that would bring some "balance" to the equation. And it would make Steel more important, which is also cool since I'd imagine Steel (or something like it) would be very important in real-life combat.
Possible complications I just thought of include drawing a weapon or taking any other multiple-action-requiring action. They would seem to take a very long time. I haven't thought this through but maybe you could use your "additional" actions (those in excess of 3) for actions not directly related to combat (physical acts). I would imagine this is also something a high-reflex guy could do well in combat: close doors and fell bookshelves amidst exchanging blows. Another complication would be that Ref 1 and Ref 3 wouldn't be different anyhow (except for positioning tests), whereas in the original system 1 and 3 make a world of difference. Still, I don't think this is a big problem as I have yet to encounter even a Ref 2 creature. Ref is a derived attribute and it's not like players are going to Min/Max it as Speed, Agility and Perception are very important stats in combat and outside of it.
I bet I'm missing something here, and that's why I posted this for others to read. I think the above rules are pretty simple and make a big(ish) difference on how combat feels, what kind of characters excel in combat and how higher-reflexed characters fight. And I don't feel like I'm raping the system as such mechanics are already present in the game (DoW and RaC).