Post by Ynas Midgard on Dec 11, 2012 13:11:30 GMT -6
In the last couple of days, I have been thinking a lot about the alternative combat system present in OD&D, especially how weapons and armour interact, and ways of distinguishing weapons from each other without introducing fiddly and inconsistent rules. I have not come into any world-shaking conclusion yet; still, I would like to share my reasoning with the community. Any (reasonable) suggestion is welcome.
My first step was dissecting the system into small and rather abstract parts. What follows is a recreation of the alternative combat system built step by step, adhering to the following premises as strictly as possible:
The basics
First, let us examine how an attack in principle is resolved using this system. We have to determine whether the attacker hits and, if so, how much damage is dealt. For these procedures, a number of factors are used:
A great number of situational modifiers and actual sophistication of this system present in the 3LBBs are intentionally left out; our aim is to rebuild the system, and in order to do this, consider the outlined basics as the combat system.
The problem of two-handed weapons
The current version of our system is not sensitive to what weapons are being used by the attacker (or the defender, as well), only to what armour is being worn by the defender. This, from a system-specific point of view, is not a fault per se; however, consider the following flaw in balance:
- one-handed + shield = 1-6 damage and +1 AC
- two-handed = 1-6 damage
One-handed weapon plus shield appears to be a generally better option in combat, which violates our second premise (no option may be harmonically bound by another); it needs to be addressed.
There are two possible ways of doing so: we either assign no benefit to wearing a shield or give some benefit to being armed with a two-handed weapon. The first option, though it may seem ridiculous, does not violate any of our premises and would make our life much easier (plus it doesn't matter if we wield a sword or a mace, why would a shield be any different in that respect?).
Suppose we choose the second option. There are two factors in combat associated with the attacker that can be modified: to-hit and damage. Here are a couple of common ways addressing two-handed weapons:
First, changing to-hit modifiers appears to be part of the system (it is based on class and level, probably on situation, too), whereas damage is not; thus fiddling with the damage output is inherently less favourable than applying to-hit modifiers. Second, if any of the changes to damage need to be favoured, 2DTH is the best option as it keeps the damage out in the original 1-6 range.
The problem of long weapons
Long weapons (spears, lances, and pole arms) are specially treated in most rules set: their length had historically proved to be a great advantage, and it is common to reflect this in the combat rules. However, doing so without violating none of our premises can only be carried out by only giving either a damage or to-hit bonus (ideally not the one which is provided by other two-handed weapons, to keep them apart).
This may be consistent with our premises but also proves to be unsatisfactory to those who would like to emphasise the advantage of length provided by such weaponry.
To be continued...
My first step was dissecting the system into small and rather abstract parts. What follows is a recreation of the alternative combat system built step by step, adhering to the following premises as strictly as possible:
- 1. The combat system is abstract; no single element corresponds perfectly to any element of actual or fictive reality.
- 2. No option provided by and codified in the combat system can be harmonically bound by an other similarly present option (e.g. no two options may provide +1 and +2 to something and not differing at any other aspect).
- 3. Any factor not addressed in the combat system is considered irrelevant in the following analysis (e.g. weight, price, colour, etc.).
- 4. Any modification of the system ought be carried out by introducing as few new elements (be they aspects, constants, or variables) as possible, unless the internal logic of the system strongly suggests doing so.
- 5. No modification ought to be based on psychological reasoning; our system stands in isolation, and "more interesting" is not a factor we base our suggestions on.
The basics
First, let us examine how an attack in principle is resolved using this system. We have to determine whether the attacker hits and, if so, how much damage is dealt. For these procedures, a number of factors are used:
- to-hit modifier (OD&D hides it in the attack matrix, but basic mathematics reveals it), based on class and level of the attacker
- Armour Class (AC), based on armour worn by the defender (unarmoured 9, leather 7, chain 5, plate 3, shield -1 to one of these)
- damage (1-6 points, universally)
- Hit Points (HP), based on class and level of the defender
A great number of situational modifiers and actual sophistication of this system present in the 3LBBs are intentionally left out; our aim is to rebuild the system, and in order to do this, consider the outlined basics as the combat system.
The problem of two-handed weapons
The current version of our system is not sensitive to what weapons are being used by the attacker (or the defender, as well), only to what armour is being worn by the defender. This, from a system-specific point of view, is not a fault per se; however, consider the following flaw in balance:
- one-handed + shield = 1-6 damage and +1 AC
- two-handed = 1-6 damage
One-handed weapon plus shield appears to be a generally better option in combat, which violates our second premise (no option may be harmonically bound by another); it needs to be addressed.
There are two possible ways of doing so: we either assign no benefit to wearing a shield or give some benefit to being armed with a two-handed weapon. The first option, though it may seem ridiculous, does not violate any of our premises and would make our life much easier (plus it doesn't matter if we wield a sword or a mace, why would a shield be any different in that respect?).
Suppose we choose the second option. There are two factors in combat associated with the attacker that can be modified: to-hit and damage. Here are a couple of common ways addressing two-handed weapons:
- 1d6+1 damage
- 1d8 damage
- 2DTH (roll 2d6, take the highest)
- +1 to-hit
First, changing to-hit modifiers appears to be part of the system (it is based on class and level, probably on situation, too), whereas damage is not; thus fiddling with the damage output is inherently less favourable than applying to-hit modifiers. Second, if any of the changes to damage need to be favoured, 2DTH is the best option as it keeps the damage out in the original 1-6 range.
The problem of long weapons
Long weapons (spears, lances, and pole arms) are specially treated in most rules set: their length had historically proved to be a great advantage, and it is common to reflect this in the combat rules. However, doing so without violating none of our premises can only be carried out by only giving either a damage or to-hit bonus (ideally not the one which is provided by other two-handed weapons, to keep them apart).
This may be consistent with our premises but also proves to be unsatisfactory to those who would like to emphasise the advantage of length provided by such weaponry.
To be continued...