|
Post by murquhart72 on Sept 9, 2010 15:17:13 GMT -6
For those who don't have or won't use Chainmail, there's the 'Alternate Combat System'. All you need is one of those weird, funny dice that nobody ever has on hand or maybe a cup full o' chits? Yeah, I know, it's the 21st century and we're all wearing d20 earrings, but bare with me for a sec; For fans of six-sided dice and simplicity, I woke up from a nap today with this idea floatin' around in me noggin':
Alternate Alternate Combat System (AKA ~ Dice Plus Adds): Every round of combat, each combatant rolls their Hit Dice (adding any bonuses from magic arms and armor in use) and adds to that, their opponent's Armor Class. The higher roll wins the round and can then roll their damage dice (1+ for most weapons, more for some monsters) to be subtracted from the loser's hit point total.
No initiative needed, takes into account magic items and effectively uses three statistics that every creature in the game has: HD, AC & Damage Dice. Well, what do you think?
|
|
|
Post by murquhart72 on Sept 9, 2010 17:38:04 GMT -6
Forgotten stuff:
Missile combat works the same except Dexterity affects the dice rolls and if the winner doesn't have ranged combat, it just means the attack from the one that did missed or was taken by a shield, dodged, glanced off armor, etc..
Other options:
Having an additional weapon in the off hand (like a dagger or hand axe) allows the attacker a +1 to their roll if they have a Dexterity of 15 or more. Using a two-handed weapon (like a two-handed sword or battle axe) gains +1 to the damage roll if the user has a Strength of 15 or more. These options help offset a lack of shield, for Fighting-Men anyway. To make things fair for the spell casters, I might allow a bonus 1st level spell to those whose prime requisite was 15 or more as well. That means such a Cleric could cast one spell, even as an Adept :mrgreen:
|
|
|
Post by kesher on Sept 11, 2010 9:18:51 GMT -6
Looks workable to me---similar to the system for Searchers of the Unknown, but with some interesting differences.
Would you add a whole die for a sword +1, or only add one point to the total? Conversely, would you subtract a whole die or only a point from the opponent's total for armor +1? Or would it simply lower their ac by one in terms of the totals rolled on the dice?
|
|
|
Post by murquhart72 on Sept 11, 2010 14:30:16 GMT -6
All bonuses (+1, etc.) that a combatant has would count as "adds" for themselves (no extra dice).
Example: A Hero in plate, with a hand axe +1 and a shield +2 VS. a troll. Hero rolls 4 dice (2,3,3,5) for his Hit Dice and adds 3 (magic items), plus troll's AC of 4 for a total of 20. Troll rolls 6 dice (1,2,2,3,4,6) and adds 1 for it's own Hit Dice, then adds Hero's AC of 2 for a total of 21. Troll wins that round of combat, doing 1 die of damage to the Hero's hit point total. Better luck next time, Hero! Remember that unless the Hero cauterizes any wounds on the troll, it'll regenerate 3 hit points by the next turn!
The system is fresh and far from perfect, but I like how it integrates Hit Dice, Armor Class and hit points vs. damage dice without having to refer to a table. It was inspired by Tunnels & Trolls and could probably use some refinements from that system as well. Folks from Dragonsfoot may not like it as it means rolling buckets of dice at upper levels or for several combatants. I just see that as more fun ;D
|
|
|
Post by kesher on Sept 12, 2010 18:37:15 GMT -6
Okay, that's cool that all magic weapons or armor simply add to the total number of dice rolled. I think I'd still be inclined to add a whole die for each plus of a magic weapon---I just like like them to have a stronger impact in combat. Also, since I don't think I've ever run or played in a game where characters got higher than 8th lvl, so it gives characters a chance to be a bit more heroic against some of the tougher foes. Seeing as how it's inspired by T&T (which is an endless source of inspiration!), do you see using it for group rolls in combat? You could also use it for T&T-style saving throws, too, by choosing an ability score to use, and then adding it to the total rolled by your level dice. You could even modify, say, a DEX roll by adding your AC. The more I think about this, the more I like it! Also, using the system'll also give my six year-old a chance to work on his arithmetic...
|
|
|
Post by murquhart72 on Sept 13, 2010 14:49:59 GMT -6
You could use or tweak it all you want. I see it being for groups of combatants as well (if it's easy enough to do). Pretty much anything of the combat options from T&T might work with it. I was thinking about Saving Throws too because that uses d20 as well, but not so much with Hit Dice. Maybe just using Abilities as Saving Throws by trying not to go over your score with three dice rolled?
|
|
|
Post by Mike on Sept 14, 2010 5:31:36 GMT -6
Hmmmm. Now that is intriguing....
What if any penalty would you give an outnumbered foe?
|
|
|
Post by kesher on Sept 14, 2010 8:04:38 GMT -6
Hmmmm. Now that is intriguing.... What if any penalty would you give an outnumbered foe? Not quite sure I understand what you're asking here...
|
|
|
Post by murquhart72 on Sept 14, 2010 15:18:33 GMT -6
Yeah, I'd say an outnumbered foe is pretty much boned. Unless you're talking about a Hero fighting 3 or 4 goblins, then it's GAME ON!
|
|
|
Post by murquhart72 on Sept 17, 2010 7:08:46 GMT -6
Modified the title for cooler name, hope it doesn't confuse anybody.
|
|
bycrom
Level 3 Conjurer
Posts: 90
|
Post by bycrom on Oct 28, 2010 7:40:55 GMT -6
By Crom! Have yourself an exalt man! This looks like it fit in well with the 3LBB or S&W:WB...have you play tested this? Could not the difference between the rolls be used as the damage for the round and do away with damage rolls? Can saving throws be represented by rolling the hit dice for the character and any modified roll of 6 or greater being a save? Could a hit, be specifically that...a hit? As in no hitpoint pool, yourtenth level fighting man with 10d6 hit dice is hit and is now reduced to 9d6 until healed? Being without dice other than from scavenged Monopoly sets, my poor barbarian brain has been buggered by how to use d6 only for the game but now I will be able to.... FIGHT ON!
|
|
EdOWar
Level 5 Thaumaturgist
Posts: 315
|
Post by EdOWar on Oct 28, 2010 10:23:49 GMT -6
I like the original idea, and bycrom's additions. Great ideas to tinker with. An exalt for each of you.
|
|
|
Post by murquhart72 on Oct 28, 2010 18:32:02 GMT -6
Hasn't been play-tested yet (outside of Tunnels & Trolls), but I'll be using the idea in my new game CROM, assuming it works out. Check the Workshop for details
|
|
|
Post by Mike on May 9, 2011 17:59:57 GMT -6
By Crom indeed this is shaping up to be very interesting... More please!
|
|
|
Post by cooper on May 9, 2011 18:05:15 GMT -6
Isn't this system exactly what the overbearing rules are in 0d&d? Roll dice equal to hit die then compare totals?
|
|
|
Post by murquhart72 on Jun 11, 2011 14:52:03 GMT -6
That was an inspiration as well! My ultimate goal is to make things and consistent as possible while using as few different types of dice as I can (d6 to be precise).
|
|
|
Post by Stormcrow on Jun 11, 2011 17:52:39 GMT -6
Isn't this system exactly what the overbearing rules are in 0d&d? Roll dice equal to hit die then compare totals? Those are just an example of an off-the-cuff ruling that Gary demonstrated for a newsletter article. Not "the overbearing-rules of D&D." Sigh.
|
|