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combat manouevres

Started by Ghost Whistler, July 29, 2010, 11:01:13 AM

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Ghost Whistler

Given the milieu of a post apocalyptic setting... what are the essential actions/manouevres a combat system should cover?
"Ghost Whistler" is rated PG-13 (Parents strongly cautioned). Parental death, alien battles and annihilated worlds.

Cranewings

If it is a super powered setting, you want abilities that let infantry kill armor.

Precise Shot

The critical hit range of all small arms fire against armored targets is doubled. If you score a critical hit, there is an automatic chance for a critical systems failure.

If not, than I guess D&D style abilities like "better at running and gunning," "better at surprise attacking" is all you need.

Cranewings

Quote from: Ghost Whistler;396558Given the milieu of a post apocalyptic setting... what are the essential actions/manouevres a combat system should cover?

Ah, sorry, I miss read your post.

I'd keep it simple. I personally don't like grappling rules in most RPGs because they make it seem too easy to wrestle knives away from people.

skofflox

#3
Quote from: Ghost Whistler;396558Given the milieu of a post apocalyptic setting... what are the essential actions/manouevres a combat system should cover?

For weapon mellee ideas I recommend MRQ2 and Riddle of Steel as a place to start,as they have neat things like:
Wind and Bind
Simultaneous block & strike
Disarm
Beat
Trip
change distance
Bypass armor
Take weapon
feint and strike (various combos)
etc....

For projectile stuff things like:
Quick draw/reload
two guns
sniper team
Trick Shot:
fanning (revolver style baby)
ricochet shot (VERY rare)
Shoot while rolling/diving/moving

Un-armed mellee:
change distance (to facilitate diff. technique like kicks,Punch, throw,joint lock etc.)
Combo's
Roll with punch
exact strike (eyes,throat and the perennial fave GROIN)
breaking the circle (multi opp.)
vs weapon...
blind fighting (by touch for close in)
etc...

These could be grouped into general catagories or whatnot.
It would vary according to what style of play/detail you are wanting.I assume some "cinematic" stuff is OK in this case?
Just some ideas!
:)
Form the group wisely, make sure you share goals and means.
Set norms of table etiquette early on.
Encourage attentive participation and speed of play so the game will stay vibrant!
Allow that the group, milieu and system will from an organic symbiosis.
Most importantly, have fun exploring the possibilities!

Running: AD&D 2nd. ed.
"And my orders from Gygax are to weed out all non-hackers who do not pack the gear to play in my beloved milieu."-Kyle Aaron

Spinachcat

Beyond the usual Melee and Ranged stuff?

It depends on how cinematic your game will be.   My post/apoc stuff is gonzo so I go all out with crazy shiznak manuevers.   But a Twlight 2k game would be much more "realistic".

So how "comic book" versus "superhero movie" versus "action movie" versus "realism action movie" are you going for in regards to tone?

skofflox

Just recalled this...
You could do something like "The Dying Earth" RPG which uses (if memory serves) various approaches to combat like...
Strength
trickery
speed
cant remember others...I think there were 5 total.It was based on a "Trump" system (speed trumps trickery trumps strength etc.) for bonus d., or something.
Rather more of a characters approach/philosophy to combat then specific techniques.Never played but seemed neat on paper!
:)
Form the group wisely, make sure you share goals and means.
Set norms of table etiquette early on.
Encourage attentive participation and speed of play so the game will stay vibrant!
Allow that the group, milieu and system will from an organic symbiosis.
Most importantly, have fun exploring the possibilities!

Running: AD&D 2nd. ed.
"And my orders from Gygax are to weed out all non-hackers who do not pack the gear to play in my beloved milieu."-Kyle Aaron

Ghost Whistler

Thanks. But I'm thinking more of actual combat specifics, not an approach to a set of rules. Such as manouevres like disarms, or grappling, etc.
"Ghost Whistler" is rated PG-13 (Parents strongly cautioned). Parental death, alien battles and annihilated worlds.

skofflox

Quote from: Ghost Whistler;396653Thanks. But I'm thinking more of actual combat specifics, not an approach to a set of rules. Such as manouevres like disarms, or grappling, etc.

Was merely suggesting that  combat tech. could be subsumed by a  generalized approach, according to a characters preference as suggested by thier att. scores, as opposed to specific technique. Was not recommending a change in your system,seems you have that nailed down to your satisfaction (at least in theory)!

Were you wanting combat to be more about the narrative aspect or a "crunchy" sub-gamey, specific tech.vs specific tech. feel?
I think MRQ2 is close to getting this balance perfect.Are you familiar with MRQ2 ?
Sometimes options have a way of slowing the game...at least for nub's.

As far as specific techniques,please see my post (#4) in this thread for my 2 cents...:)
Form the group wisely, make sure you share goals and means.
Set norms of table etiquette early on.
Encourage attentive participation and speed of play so the game will stay vibrant!
Allow that the group, milieu and system will from an organic symbiosis.
Most importantly, have fun exploring the possibilities!

Running: AD&D 2nd. ed.
"And my orders from Gygax are to weed out all non-hackers who do not pack the gear to play in my beloved milieu."-Kyle Aaron