Storifying Mage: The Ascension (Part 8) - Combat Preliminaries
Combat
Like most tabletop RPGs, combat
really slows down in Mage. I’ve touched on that a few times in these
posts…strike roll, defence roll, damage roll, soak roll…and that’s every time
every participant launches an attack. If each roll takes 30 seconds (with ten
seconds of determining what to roll, and which modifiers apply in this
circumstance…ten seconds of rolling dice and tallying the results…ten seconds
of relative those results back into the narrative), then each round in a two
person conflict takes a minute. Rounds in Mage aren’t given a specific timeframe,
so let’s assume 10 seconds or so.
Most tabletop RPGs run with 3 to 6
players, and conflicts often see fights with more than one opponent. Even if
we’re just looking at three characters facing two opponents, that’s 2 minutes 30
for each round of conflict, not including the extra time it often takes to keep
players in the same headspace regarding the conflict situation, extra narrative
describing wider effects that change through the course of battle, or
characters who split their actions or gain extra actions. If a conflict lasts
four rounds, that’s basically a minimum of 10 minutes of play to represent less
than a minute of conflict. This means conflicts can really draw out.
I don’t think combat needs to run
at “real time” speed, I admit that I used to think that this would be an
awesome goal to achieve but I’ve only really encountered it successfully in a
boffer style live action game; everything else requires descriptions, and those
descriptions take time. As long as the descriptions are compelling and drive
the story, that’s fine. If they big down in meaningless die rolls and minutiae,
not so much. I think 4 sets of die rolls for every swipe veers toward the
“not-so-much” side of the equation. So my aim isn’t to generate a real-time
speed conflict resolution system, but to create something that remains action
driven and interesting.
In the Storyteller System, attack
manoeuvres and melee weapons have a combination of traits (indicating the dice
to use), a standard difficulty, and a modifier to the strength score indicating
a number of dice to roll for damage (projectile weapons typically indicate a
flat number of dice for this damage score). Damage is allocated into 3 levels,
Bashing (which can be easily absorbed and healed), Lethal (which is harder to
absorb and longer to heal), and Aggravated (which can’t be absorbed, and even
slow to heal for supernatural beings). Armour is a flat value indicating how
many dice are added to the stamina attribute when absorbing bashing damage,
while flat armour value is used for lethal and aggravated damages. There are
plenty of optional and variant rules for combat in the game, especially in the
M20 rule set.
The aim is to keep a lot of the
fundamental numbers in the game, so that we can still use the numbers defining
the various NPCs and equipment scattered through the books rather than
completely rewrite everything to match up with a completely unrelated system.
The second aim is to speed things up dramatically, and streamline the systems
that drive those numbers.
If we use the draw and keep
system, we’ve got a hand of cards involved in every task resolution. Each card
has a few forms of information on it, and each piece of information is something
that may be used to resolve something. Throwing out such information is a
waste, especially if more time is about to be spent to produce other forms of
information that might be used in exactly the same way.
I showed in an earlier post that
we can get a fairly reasonable pseudo-bell curve effect within the range of a
single die roll if we roll 3 dice, then discard the highest and lowest die
rolls. Using similar logic, if we’re drawing a few cards then keeping the ones
most capable of generating a successful action, then we can assume the lowest
cards will automatically be eliminated. If we use the lowest card from those in
the final hand, then we’ll end up with that same fairly reasonable pseudo-bell
curve. The biggest issue comes with the number of cards used to make the hand.
For example, a really unskilled
and inept fighter with a single point in their attribute and no ability to back
it up draws a single card and this forms their hand. If we say a successful
strike in combat needs a 6 to hit, then it might be unlikely that this inept
fighter would hit, but any hit from them would have an even distribution of a
result from 6 to 10.
Let’s consider a naturally
instinctive fighter with a high attribute (let’s say 4), but no formal ability
to add to it. For their attacks, four cards are drawn and all four cards are used
for the hand to determine success. This means there is a much higher chance
that at least one of those cards will prove successful, and may even produce
more successes, but the lowest card out of four cards drawn will tend to be
much lower than a comparative single card draw. More hits, but less damage on
average per hit.
Compare this to a naturally poor
(attribute 1), but reasonably skilled (ability 3) fighter. Such a person draws
four cards, but they keep the best card for themselves. This still means
they’ve got a good chance at getting a single card that will score within the
successful range, but since they’ve only got one good card they can’t get
multiple successes. On the positive side, the only card they’ll keep is the
best out of four and this is more likely to be a higher than the result of a
single card draw. More hits, they won’t be spectacular (because they’ll only be
single successes), but they’ll do more damage on average per hit.
Between these two fighters we have
the combatant with average natural ability (attribute 2) and some training
(ability 2). This fighter also has four cards drawn for their strikes, keeping
the best 2. They have a decent shot of scoring hits with their best two cards
(and might even score the occasional double success). When it comes to doing
damage on average, they’re likely to deal more damage than the instinctive
unskilled fighter, but less damage than the naturally poor but technically
skilled fighter.
That’s how I’d do things if I were
drawing a hand for every strike, but what I’m actually thinking of is a bit
more streamlined than that…
Since skills are being used to
resolve conflicts rather than a tasks, it makes sense to deal with combat
situations to same way. Instead of handling each and every strike with a hand
of cards, I’m thinking of resolving a full minute of combat with two hands of
cards, an offence hand and a defence hand. Every success in an offence hand
represents a combat opening perceived by the attacker, and every success in a
defence hand represents a combat opening closed by the defender.
Normally, once a strike is
declared (and a defence unsuccessful), a damage roll is done, followed by an
armour soak roll. Under this new system, we use the cards that were a part of
the successful hand to determine the results of the individual strikes and
blocks. It may not be as detailed as the Mage combat system, with dozens of
different martial arts strikes and special effects those might incur, it also
plays out differently…more thoughts still to come.
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