Sunday, January 6, 2013

Alternate Combat Resolution System

I've always wanted to make my OD&D games more like a swashbuckler movie, where characters strike and parry back and forth.  The problem with that is combat can take quite awhile and slow game play down, defeating the purpose of a rules lite system.  One option I've been mulling around is an opposed roll system for melee combat.

Basically, both combatants would roll a d20 and whoever rolled the highest, won the combat and possibly damaged their opponent.  Each combatant would use there base attack value to the d20 opposed roll.

     Argyle the fighter has a +4 base attack value and he's facing off against a large and mean looking Orc.  The Orc has a +2 to his base attack value.  Both combatants roll a d20, add their base attack values and compare the results.  Argyle rolls a 15+4=19.  The Orc rolls a 12+2=14.  Argyle wins the roll by 5.  Argyle and the Orc go back and forth, trading blows and ringing steel against steel, but Argyle is victorious.  Argyle would roll his damage and subtract it from the Orcs health.  Minus any damage reduction the Orc may have (see earlier post on Damage Reduction).

You can also use a system where you add a bonus to damage for however many points a combatant beats the other.  I think for every five points over, add +1 to the damage roll.


Attack Roll Greater By
Damage Bonus
1 - 4
+1
5 - 9
+2
10 - 14
+3
15 -19
+4
20 +
+5

Ranged combat can be the same, as long as the defender is aware of the ranged attack.  If not aware, use the formula 10+DEX+Modifiers as the difficultly.  My optional armor rules would be in play here.

More to follow, once I iron out the kinks.



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