Thoughts on a Combat System


Hello, I have another in-progress system I want to share. This is for the combat aspect of the storytelling RPG idea I mentioned last time.

It is a turn-based system that takes place on a grid battlefield, separate from the world map. I wanted to come up with something where movement & positioning were highly important; something that played like Chess. I also wanted to avoid hit dice rolls but still allow the opportunity to avoid an attack, so I’ve included a reaction aspect to it.

Here’s the run-down:

  • Turn order is determined largely by character attributes (I may explain what they are in another post).
  • On your turn you have a limited number of actions you can take ranging from moving, using an item, casting a spell & more.
    • All actions have their own ‘action cost’ with 1 point equal to moving a space.
    • Melee attacks are performed by moving up to or through an enemy.
    • The attack performed is typically determined by how you move & what equipment you are using. For example, moving in a straight line ending on an enemy will perform a charge attack. Another potentially devastating move is something reminiscent of the Omnislash from FF7 – whilst equipped with a sword & adjacent to an enemy, pass through an enemy (like you’re slicing through them), move a space around them, pass through them again, move around, repeat.
    • For stationary melee attacks you can choose to either stab (good for critical hits or reaching an enemy) or slash (good for hitting multiple adjacent enemies).
  • When a character is being attacked they have a small window of time to react to the attack, typically by blocking or dodging.
    • A successful block requires facing the attack & timing the block action. Some attacks may be too strong to block.
    • A successful dodge requires timing a move to a space in any direction away from the attack, not into it.
    • The amount of reaction time is determined in part by how many action points they used in their previous move. A character that waits will have an easier time to react whereas characters that use up all their points will have very little time.
    • The more perfect the timing the less damage they receive, if any at all.

That’s it for now. There’s still a lot of murkiness to it, like how many action points to assign, but this will get ironed out through playtesting. Apologies if this post seems a bit bare.

As always comments are welcome.


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