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RPG Laboratory

Balancing the numbers... still trying to get it "just right..."

BALANCED TABLETOP COMBAT

RPG's are games. A game needs to maintain a measure of fairness and equality among the players involved. This is not true of life, and I do not feel that an RPG should ever be approached as a simulation of life.

Key to most RPG's is a combat system. This is a reflection of the RPG's evolution from table-top combat simulations or "War games."

Balancing the many aspects of combat to produce equivalent but varied combatants has always been one of my chief design goals.

The ideas below are a result of originally trying to balance aspects of weapons and armor ... my thought was that a swashbuckler with light weapons and little armor should be just as deadly as a knight clad in heavy armor and wielding a claymore. These two figures approach combat differently, but within the trappings of adventure fiction and within the confines of a game and its rules set, the two figures should have equal chances of success in battle.

In my mind, the best way to balance combatants is to compare the measures of strength versus speed.

Below is the skeletal framework for a character design concerned with producing balanced combatants positioned in various points along the pendulum of strength versus speed.

Combat Characteristics

ATTACKS
This attribute defines the number of attempts a player has on their turn to successfully "hit" an opponent.

DEFENSES
This attribute defines the number of attempts a player has before their next turn to attempt to "eliminate" any successful hits against them.

DAMAGE
The amount of injury caused for each successful hit that has not been eliminated.

RESISTANCE
Reduce the damage of each successful hit against you by this amount.

Selecting Combat style

The number of ATTACKS and DEFENSES allowed by a combatant is a reflection of their combat style. A character's combat style is determined by the player's choice of both DAMAGE and RESISTANCE.

LOW DAMAGE = +1 ATTACK and +1 DEFENSE
MED DAMAGE = +1 ATTACK and +0 DEFENSE
HIGH DAMAGE = +0 ATTACK and +0 DEFENSE

LOW RESIST = +1 ATTACK and +1 DEFENSE
MED RESIST = +0 ATTACK and +1 DEFENSE
HIGH RESIST = +0 ATTACK and +0 DEFENSE

DAMAGE

LOW
Roll 1d6 ... roll any result of 6 again and add to previous rolls.

MED
Roll 1d6 as above ... add 3 to each die rolled.

HIGH
Roll 2d6 and add them together ... re-roll every result of 6 as indicated above.

RESISTANCE

LOW
Reduce total damage received from a single hit by -2.

MED
Reduce total damage received from a single hit by -4.

HIGH
Reduce total damage received from a single hit by -6.

Power versus Skill

Some heroes are more skilled at the cost of power ... other heroes are more powerful at the cost of skill.

POWER
A reflection of the life-force or pure energy that the character can call upon to survive.

SKILL
Determines the chance for a successful skill test (Accuracy and Evasion.)

If POWER is HIGH ... SKILL is LOW
If POWER is MED ... SKILL is MED
If POWER is LOW ... SKILL is HIGH

POWER HIGH
Character can suffer 20 points of injury before being eliminated from combat.

POWER MED
Character can suffer 15 points of injury before being eliminated from combat.

POWER LOW
Character can suffer 10 points of injury before being eliminated from combat.

Combat Skills

ACCURACY
The roll needed to successfully "hit" a target.

EVASION
The roll needed to "eliminate" a successful hit.

"Zero" Attacks Or Defenses

Any character in combat who is able to fight is allowed one attack roll and one defense roll. If a character's ATTACKS or DEFENSES value is zero, they are still allowed to make 1 roll at a reduced ACCURACY penalty or a reduced EVASION penalty of -2.

SKILL CHECKS

Roll 2d6 and get the number listed or higher to succeed. (Number in parenthesis is the number required to succeed when rolling skill check with a penalty.)

SKILL LOW
Accuracy = 7(9); Evasion = 9(11)

SKILL MED
Accuracy = 7(9); Evasion = 7(9)

SKILL HIGH
Accuracy = 5(7); Evasion = 7(9)

MOVEMENT versus RANGE

Placing the game of combat on the tabletop and adding the visual representation of miniatures, we introduce two new aspects that should be considered: MOVEMENT and RANGE

Like comparing aspects of strength and speed, by balancing movement and range, we create a choice for the player that impacts style of play without producing a shift in power.

The Basic Movement/Range rule becomes:

A figure must be in base to base contact with a target in order to attempt to hit.

A figure can use one of their ATTACKS to move 4 inches on the tabletop.

When creating your character decide if the character will have a MOVEMENT advantage or a RANGE advantage.

CHARACTERS WITH A MOVEMENT ADVANTAGE

A "MOVEMENT THEMED" combatant can sacrifice one of their attacks to perform a CHARGE with their next available attack action. A charging character can move up to 12 inches in a straight line towards a target and then immediately attempt to hit that target as part of their CHARGE action.

CHARACTERS WITH A RANGE ADVANTAGE

A "RANGE THEMED" combatant can sacrifice one of their attacks to SHOOT with their next available attack action. To SHOOT, roll to hit any target still on the table that is in your character's line of site (regardless of distance.)

***********************

I would love to hear feed back from others on what I present here and ideas on the continuing struggle surrounding "balancing combat."

Ragards,

Jeff Moore

Character Creation Example

Character Creation Example

Bob wants to make a Wizard type character using the guidelines above. He knows that his Wizard will be able to throw magical energy attacks at a range, won't wear armor, and that the magical energy should inflict a lot of damage.

High Damage (magic) and Low Resist (no armor) means that Bob has 1 Attack and 1 Defense each turn.

Bob also decides that his character is frail but that his magic almost never fails, so he chooses high Skill with low Power.

Finally, Bob's Wizard is a Range Advantaged Character and so possesses the "Shoot" combat advantage.

WIZARD BOB

Attacks 1

Defenses 1

Damage 2d6

Resistance -2

Accuracy 5

Evasion 7

Power 10

Combat Advantage: Shoot

Jeff Moore
http://www.1km1kt.net/Jeff-Moore.htm

But what is the setting?

Combat and choice of weapon should really be more of a means to evoke the setting, than the perfect zero sum game. D&D was more or less correct in the ideal that "not everyone fights as well, but everyone in useful".

What do you want combat to encourage? Should running into a hail of lead be suicide, or can the hero casually pick off the dozen mooks shooting at him? Perhaps there is some magic field that shuts down guns, forcing a return to close combat. (In the anime Gundam, there were radio jamming "minovisky particles" which played haywire with guided weapons - leading to 18m tall robots fighting in visual or even hand to hand range)

One interesting example is Fuzion's "auto-fire ratio" which divides the number of bullets in a burst by a set amount. So for example, enemies have a setting of one (they take full damage) while heroes get a 4 (only 25% hits). Hence GMs have a dial to crank lethality up or down.

I rather like reading about guns and the different ways they meet design challenges, and as such I like long lists of firearms. However, there is a theory that says all weapons should do the same damage, and that player's choice should only be an aesthetic that speaks about their character.

Choosing a precision scoped rifle, versus an up close and personal silenced pistol are both covert ways to kill, but show something different about the assassins MO. So to is the six shots of a revolver versus a belt fed machine gun. What would Dirty Harry be without his Smith and Wesson M29, or the space marines without their pulse rifles?

And aside from both those points, a certain uneven presentation encourages role-playing and planning. Rather than say gaming the system, they need to plan for encounters. Too perfect a balance makes them all see the same, just like pallet swaps in old fighting video games.

I too have tried to make such a trade off styled system - specifically for my "Edge Knights" RPG. That one had a trade off of different action points and (combat points = attack vs MPs that allow magic or movement) and weapons that could either attack multiple times, or hit harder but once. Magic was a trade off between how long you spend gathering energy vs how you stand still. (and it was something like 1d6 per ap, so you couldn't be sure how long you needed) Of course, the game is far from finished for both the usual reasons, and getting the balance right has been difficult so far.

What you have here is an interesting system, and I would certainly like to see how it goes.

There is a fine line between hobby and obsession. I seem to have lost sight of it some time ago.

More ideas...

Thanks for the feedback. I've been away for ages so it's nice to know you guys are still here for me. You make some good points about weapons and armor ... it's the difference between a game like D&D and say a game like Champions. I guess right now I'm shooting for more of that "Champions" sort of balance.

I wrote this originally for my 5x5 game, but the other designer who I am working with argued against it and he was right, it doesn't fit with that game... so is kind of a concept without a mechanic. That being said, I was just thinking about how these trappings might work with the "Rock, Paper, Scissors" mechanic that I had introduced some time back.

I actually think that the two concepts might merge very well. I am going to alter the game rules copy above to assume a game mechanic based upon Rock, Paper, Scissors ... let me know what you think of that as a choice.

Thanks again!!

Regards,

Jeff Moore
http://www.1km1kt.net/Jeff-Moore.htm

Rock Paper Scissors version of the rules ...

Combat Characteristics

ATTACKS
This attribute defines the number of attempts a player has on their turn to successfully "hit" an opponent.

DEFENSES
This attribute defines the number of attempts a player has before their next turn to attempt to "eliminate" any successful hits against them.

DAMAGE
The amount of injury caused for each successful hit that has not been eliminated.

RESISTANCE
Reduce the damage of each successful hit against you by this amount.

Selecting Combat style

The number of ATTACKS and DEFENSES allowed by a combatant is a reflection of their combat style. A character's combat style is determined by the player's choice of both DAMAGE and RESISTANCE.

LOW DAMAGE = 3 ATTACKS
MED DAMAGE = 2 ATTACKS
HIGH DAMAGE = 1 ATTACK

LOW RESIST = 2 DEFENSES
MED RESIST = 1 DEFENSE
HIGH RESIST = 0 DEFENSES

DAMAGE

LOW
Each successful hit inflicts 4 damage

MED
Each successful hit inflicts 5 damage

HIGH
Each successful hit inflicts 6 damage

RESISTANCE

LOW
Reduce total damage received from a single hit by -1.

MED
Reduce total damage received from a single hit by -2.

HIGH
Reduce total damage received from a single hit by -3.

Randomizing Damage

Play "Rock Paper Scissors" with the GM, if you win add 1 to the base damage listed, if you lose subtract 1 from the base damage listed. With a tie the damage remains unchanged.

Power versus Skill

Some characters are more skilled at the cost of power ... other characters are more powerful at the cost of skill.

POWER
A reflection of the life-force or pure energy that the character can call upon to survive.

SKILL
Determines the chance for a successful skill test (Accuracy and Evasion.)

If POWER is HIGH ... SKILL is LOW
If POWER is MED ... SKILL is MED
If POWER is LOW ... SKILL is HIGH

POWER HIGH
Character can suffer 20 points of injury before being eliminated from combat.

POWER MED
Character can suffer 15 points of injury before being eliminated from combat.

POWER LOW
Character can suffer 10 points of injury before being eliminated from combat.

Combat Skills

ACCURACY
Is used to successfully "hit" a target.

EVASION
Is used to "eliminate" a successful hit.

SKILL LOW
Accuracy = WIN; Evasion = WIN

SKILL MED
Accuracy = TIE; Evasion = WIN

SKILL HIGH
Accuracy = TIE; Evasion = TIE

WIN: Play Rock Paper Scissors against the GM. You must WIN to successfully pass the skill test.

TIE: Play Rock Paper Scissors against the GM. You must WIN or TIE to successfully pass the skill test.

MOVEMENT versus RANGE

This combat system can be played without miniatures or dice due to the nature of its combat resolution mechanic. However should you choose to play with miniatures you should add two new attributes to the game: MOVEMENT and RANGE

The Basic Movement/Range rules using miniatures:

A figure must be in base to base contact with a target in order to attempt to hit.

A figure can use one of their ATTACKS to move 4 inches on the tabletop.

When creating your character decide if the character will have a MOVEMENT advantage or a RANGE advantage.

CHARACTERS WITH A MOVEMENT ADVANTAGE

A "MOVEMENT THEMED" combatant can sacrifice one of their attacks to perform a CHARGE with their next available attack action. A charging character can move up to 12 inches in a straight line towards a target and then immediately attempt to hit that target as part of their CHARGE action.

CHARACTERS WITH A RANGE ADVANTAGE

A "RANGE THEMED" combatant can sacrifice one of their attacks to SHOOT with their next available attack action. To SHOOT, roll to hit any target still on the table that is in your character's line of site (regardless of distance.)

Character Creation Example

Bob wants to make a Wizard type character using the guidelines above. He knows that his Wizard will be able to throw magical energy attacks at a range, won't wear armor, and that the magical energy should inflict a lot of damage.

High Damage (magic) and Low Resist (no armor) means that Bob has 1 Attack and 2 Defenses each turn.

Bob also decides that his character is frail but that his magic almost never fails, so he chooses high Skill with low Power.

Finally, Bob's Wizard is a Range Advantaged Character and so possesses the "Shoot" combat advantage.

WIZARD BOB

Attacks 1

Defenses 2

Damage 6

Resistance -1

Accuracy TIE

Evasion TIE

Power 10

Combat Advantage: Shoot

Jeff Moore
http://www.1km1kt.net/Jeff-Moore.htm

For your consideration

Take a look at the combat system in this game; Final Stand (Link is right to the PDF)

There are a number of balancing mechanisms in place. Each type of attack has a difficulty, which determines how likely you are to proceed with it. Then, once your die-pool has been cut from total potential actions to ones actually possible you chose between spending these possibility on defenses versus saving for a more powerful assault.

Its a little more clear when you read the document.

Furthermore, the type of moves and the strength of your style are basically the only elements present in character creation, so it also affords PC background.

I can't say I've played the game extensively - but its certainly an interesting example.

Now, as to what you have here. I understand the trade offs - more attacks or stronger hits, Better chance to dodge vs reduced injury per hit. However, it still seems like a lot of variables, and its thrown at the player as an aspect of creation early on. (Though I've seen worse)Furthermore, this only handles one-on-one encounters, and without a set of mods for other creatures, kind of rules out things what are low in all areas like kobolds and easy monsters.

Perhaps rather than deciding on each aspect, players should chose from several pre-made styles or katas. This could be a definition from the beginning, or it could be a tactical choice at the start of combat (Do I cast shield and slow down due to the need to concentrate, or forgo it in favor of more fireballs?)

What aspects of the character are there other than combat? Would the form chosen affect other skills or character type?

There is a fine line between hobby and obsession. I seem to have lost sight of it some time ago.

I am considering ...

Thanks for the link to Final Stand it looks very interesting I am going to take some time looking it over. The original Star Wars game by Greg Costikyan associated difficulty numbers with heavier (more damaging) weapons (If I remember correctly) so before you picked up that big really nasty weapon and tried to use it you had to decide if you had the skill to handle it. Further you could attack multiple times with any weapon but this increased difficulty so that game had the speed versus power mechanic well in hand. Thinking back on it now, I really liked the original Starwars RPG.

Providing packages for players to simplify character creation is a good idea... another route that I tend to go is the "choose or roll" option allows players who don't know the rules to generate a character randomly and get playing right away. I think that could work here too.

Regards,

Jeff Moore
http://www.1km1kt.net/Jeff-Moore.htm