Last time, I talked about the action economy for this game, giving an overview of what sort of things you can do during combat. Now, let’s look at combat itself.
Combat Statistics
–or just called Stats. You have four primary stats: Offense, Defense, Control, Resist. Each of these stats has two important rating: Base and Total. The base rating is just the number written in that stat. The total rating is that stat after all modifiers are applied, such as adding Hits from a Power Roll.
- Offense, which is your base damage of all of your damaging abilities. Abilities with the Offense tag add Hits rolled on their Power Roll to your total Offense.
- Defense, which is the threshold of damage you can take in a turn before needing to mark Stress. Stress is really bad.
- Control, which determines the magnitude of effects and conditions, such as the size of an area or the distance of a force move ability. Abilities with the Control tag add Hits rolled on their Power Roll to your total Control.
- Resist reduces incoming Control effects. Resist is subtracted from the attacker’s total Control value, and if it’s 0 or less, the effect is avoided.
That’s it for stats. I think these terms can be adjusted based on the genre or themes of the game they are used in. A low fantasy game that has little magic and uses mostly weapons could call Offense something like Arsenal, or maybe it’s Firepower in a sci-fi game. Defense could be renamed to Reflex in a fast paced JRPG style game. You get the idea, but for now we stick with this generic terms as they do the trick.
Player characters also have some secondary stats, such as Speed and Stamina Refresh. Currently, I’m thinking that a Stamina cap, or maximum Stamina, isn’t really needed. Yeah, you could store up a ton of Stamina for some reason, that would mean you didn’t do anything or defended yourself.
Abilities
Player characters have several abilities from many different sources. Some are inherent based on choices made, such as picking a class (if this game has classes), or other advancement options. Weapons and other gear are also treated as abilities and are resolved the same way.
All abilities have the same core design:
- Tags, which categorize the ability and let you add to or modify it based on other perks you might have.
- Power, which is the Stamina cost and dice pool for the ability–the Power Roll.
- Base Effect, which is the thing that happens when using the ability regardless of the roll. i.e. Damage.
- Range, which is the basic range at which the weapon can be used.
- Crits, which are special effects you can purchase by spending Hits from the Power Roll.
Since weapons are treated as abilities, let’s take a look at how that would work. This is just a mockup, proof of concept sort of thing.
A Sword (Power 6)
Weapon, Melee, Offense
Effect: Deal damage to one target.
Range: Melee (adjacent targets)
Crits: Spend your Hits to buy each of the following effects once per use:
- Sweep (2). Deal just your base Offense to another adjacent enemy.
- Deal some damage to an adjacent target that won’t be modified by Hits. This damage is considered your total Offense against that target for the purpose of things that adjust that total value, such as Disadvantage (more on that later).
- Swordplay (2). Slide the Target (Control). You may enter any space the target has left.
- Slide lets you move the target in any one direction you like, up to a number of spaces equal to your total Control. Since the weapon does not have the Control tag, your Hits do not increase your total Control for this Crit.
- Defensive Stance (4). The weapon gains the Block tag this turn.
- Usually, blocking with a weapon or item that doesn’t have the Block tag would cause you to become Winded.
It costs 6 Stamina to use this weapon based on its Power, and that gives you 6 dice to roll. You can spend more Stamina to charge the use, of course. Any 4+ you roll is a Hit. You can buy more Hits by spending Focus, which you earn by rolling 6s. Hits are added to your total Offense, as the sword has the Offense tag, and you can then also spend Hits to buy Crits. It’s not an either-or–Hits increase your Offense regardless of how many of them you spend on Crits.
Defensive Stance is a great option if you know that the enemy acting on your turn is attacking you. This way you can reduce any damage they might do to you in melee by the Power of your Sword without becoming Winded.
Thunder Roar (Power 6)
Spell, Control
Effect: Push (Control) Target
Range: Close (within 3 spaces)
Crits: Spend your hits to buy each of the following effects once per use:
- Outburst (3/5). This use gains the Area tag and becomes a Burst 1 instead. +2 Hits to change the area to Control.
- Burst 1 means it affects all targets adjacent to you, but you can spend more Hits to increase the area to your total Control stat.
- Force of Nature (4/5/6). For 4 Hits, deal your base Offense as damage to the target. For 5 Hits, add the Lightning tag. For 6 Hits, also gain the Offense tag.
- This Crit adds damage to this Control ability. Pay an additional Hit to add the Lightning tag, turning the damage into Lightning damage and make the entire ability stronger against enemies that are weak to this element. One more Hit will also allow you to increase your total Offense with your total amount of Hits rolled.
Here is an example of a spell that is nature themed. At its base, it can push a single target away from you up to a distance equal to your total Control–Hits are added to your base Control as it has the Control tag. You can upgrade it with Crits to become an area effect around you, and even add lightning damage to it.
Like I said, these are just a mockup of the kinds of things an ability or weapon would be able to do. It shows off how attacking would look, how Control is used, and how flexible the tag system could be. I envision these abilities to be written on a card-sized paper, which you can lay out in front of you.
The real challenge will be to design Crits that are interesting but not too complex or overwhelming. This mock sword has three options, but to that you would add Crit effects from other perks that are always usable, so that list could get a too big to maintain a good sense what you can do.
Range Bands
The game is played out on a grid. For Project Star Quest, I’m using a hex-grid, cause it’s sci-fi and more played out using ranged combat. Less weirdness with diagonal measurements that way.
That said, I am experimenting with using range bands, something found mostly in more narrative games that have combat, to determining distances for abilities ranges and enemy movement. Currently, that looks like this:
- Melee: Can only adjacent spaces.
- Close: Can target up to 3 spaces away.
- Moderate: Can target up to 6 spaces away.
- Far: Can target up to 10 spaces away.
- Extreme: Can target up to 15 spaces away.
All abilities have a set range, and enemy movement is also set to one of these ranges. However, you can target an enemy one range step higher, though the ability now has Disadvantage (see below). Melee actions are an exception as they can’t be used at a range beyond melee.
Why do this?
Well, I find that in most games, the design uses range bands behind the scenes–in 5e, you’ll find that 20 feet, 60 feet, 120 feet, and similar numbers repeat all the time. Draw Steel likes to have distances of 1, 2, 5, 10, 12 a lot. The only difference with my design is that I make this thing part of the interaction. Instead of giving characters plus 1 or minus 2 on a range for whatever reason, I can shift their band up or down with effects, buffs, and so on. I like that.
(There is also a chance that I will remove the grid altogether at some point, at least to try it out.)
Other Factors
Here some other things can affect your abilities.
- Disadvantage. When an action has Disadvantage, you must cut your total Offense/Control in half after all modifiers have been applied. Having more than one source of Disadvantage means that your total Offense/Control is 0 for that use, which can’t be increased by any means.
- Dangerous. Some abilities are considered Dangerous, meaning that every 6 you roll is also a Risk you must mark.
- Impact. Abilities might have an Impact rating. For every point of Impact, you count a Hit twice. For example, if your ability has an Impact of 2 and you roll 4 Hits, you can count the first two Hits twice, for a total of 6 Hits.
- Cover. When your target has cover, you consider them to be a range step farther than they actually are. For example, if you attack an enemy in cover that is within 5 spaces–Moderate Range, which goes up to 6–you treat them as if they were at Far range (up to 10 spaces). So, if your ability has a base range of Moderate, you would have to attack one step beyond your range band and have disadvantage.
Stress
The last thing I want to touch on for the basics of combat is Stress. This is serious damage you want to avoid at all costs.
Here’s out it works:
You tally up all the damage you take during the course of a single turn. If, at the end of that turn, you took more damage than you the value of your Defense stat, you will take a point of Stress. A player character can only take a small number of Stress points before they are taken out (not outright dead, I prefer more narrative consequences).
Break Gear
Instead of marking Stress to your character, you can decide to instead put that Stress on your worn gear. That breaks them, making them unusable for the rest of the fight. It’s a tough choice to make, but it’s pretty cinematic when you must break your sword as the dark lord winds up to strike you down, just so you can stay in the fight just one more turn.
Healing & Patching
Characters will have a limited resources to heal Stress from themselves or Patch broken gear. Think of it as the Estus Flask in Dark Souls–a limited amount of healing potions everyone has access to and will remove Stress when used as an Engage Action. Patching up gear restores its use but reduces its Power by 1 until they are properly fixed during some form of downtime. And an item with a Power of 0 is destroyed for good.
Monster Stress
Most monsters die if they take a single point of Stress. The idea here is that the players will face a lot of monsters, instead of just a handful. Think of Aragorn facing down an entire horde of orcs. They die easily, but are numerous.
Boss monsters have more Stress they can mark, making them much tougher and dangerous.
When you damage a monster but fail to inflict Stress, they gain a stack of the Stagger condition. Similar to Winded, Stagger makes monsters easier to damage in subsequent turns, and if they gain enough stacks, they break and suffer some terrible effect. I will dig into conditions and monster design soon enough to explain these things in more detail.
That’s enough for combat basics for now. I have a feeling that a lot of these concept might not make a lot of sense outside of the larger context of the complete rules. But it also showcases some of the basic ideas for how I think the players will interact with the game during combat. The two mock abilities–a sword and thunder roar–are great examples for how critical effects would work. The design possibilities here are really exciting to me.
I think Conditions will be next, which includes a deeper look at how Risks work during combat. Stay tuned for that.
Bye.
More Project Star Quest
Design Challenge: Conditions & Risks
Conditions are a staple of any tactical TTRPG. I want to streamline them into something that fits my core dice mechanic by making them part of Risks.
Action Points IV: Combat Basics
Combat is essential for this type of game, so let’s look at some of the basics for my WiP. Mockup ability examples included.
Action Points III: Action Economy
Let’s take a closer look at the types of things you get to actually do when playing the game.
Action Points II: Core Dice Mechanic
A closer look on how Action Points can work as a core dice mechanic.
Action Points And Dice Pools
Can Action Points work in a TTRPG? Dice pools might be the answer.
So, you want to make a game?
Overview of designing my own TTRPG, Project Star Quest, why I did it, and what it is.
