Whenever I read through the rules for most role-playing games, I find it interesting when some mention “combat is just a kind of opposed roll, but it usually takes a number of rolls to determine the outcome”. The reason is simple – combat is usually the main conflict of most games, the point in time when your builds, equipment, strategy and cunning all come into play. (Strangely, though, it’s hard to find formal rules for skill checks which could doom a character if he fails just one roll, like falling down into a bottomless pit). Yet I have GMed games which combat take an hour to go through, and I have known D&D combats which went for 2 to 3 hours. Is there a faster way to resolve combat while keeping it fun, and allow players to employ tactics?
-
For a long time, I take it for granted that rolling dice is part of the RPG experience. They tell you whether you succeed at a task, gives the degree of success and add unpredictability and suspense to the game. In theory, during my games, I find that sometimes rolling dice becomes a grinding task.
Now most core rulebooks would suggest that to roll dice only when necessary. However, this is not in the formal rules – it is like more of a rule of thumb. In Spirit of the Century,t hough the game is lighter than most, dice-rolling takes up most game-play time. True, the Fudge dice roll will ensure that over a long period of time, you will get +0 most of the time but because a game usually involves less than a hundred rolls, you get unexpected results.
Then I played Nobilis. As a GM, I feel strangely…empowered…and at a loss. Last time, whenever the player tries to do something, I set a target number, or apply a penalty (depending whether it is roll and add, or roll-under) then you see the dice roll and decide whether it succeed. In Nobilis, you use miracles. But what happened when a player does not use any miracle at all and try to use social skills to resolve a situation? I was very tempted to make them roll dice – except that this being Nobilis, I didn’t bring any dice.
When it comes to a diceless games, things tend to be black and white – either your miracle (or points bidded) is enough to overcome the challenge, or not. But during the game, where the players are trying to use social means to resolve a problem, I feel it is unfair that I do not give them success, or even partial success, because they do not use any special powers. Plus, they put up a compelling argument. The spirit of the game of Nobilis, after all, is to avoid direct use of force and supernatural powers to get what you want. So I ruled in the party’s favour and have to drop a cinematic “powers unleashed” confrontation (though they did well, I grant them that).
With the dice, I could easily delegated that to random numbers. Part of the responsibility goes to the dice. Sure, GMing guidelines say the GM could ‘fudge’ dice rolls now and then, but that’s not the point. The dice also justifies. “You rolled too low dude, sorry, no game”. It helps the GM to make decisions. That I appreciate.
However, as mentioned upfront, dice-rolling can become a chore. So I would like games that have dice-rolling as an optional part of the game, used only in dramatic situation. Sure, Unknown Armies state that there is no need to roll most of the time, but somehow that doesn’t apply to conflict resolution (character vs. character), which makes up bulk of a game anyway.
So when thinking about Qitai, the characters being Wuxia characters and all that, it would also feel strange to make them roll dices for every actions. I am toying with something like Nobilis and still retain the Fate Points aspect of SoTC. Here is what I have in mind so far.
- If a player’s skill level is equal or higher than the challenge’s level, it is an automatic success.
- In case of automatic success, the player can still roll the Fudge dice for style or to get better results
- If the player’s skill level is lower than the challenge, he will have to spend Fate points to roll the dice. The only thing different is that it is a 4d+ – it is a 0,0,+1,+1,+1,+1 distribution.
- In a stress situation (conflicts), both side will roll the normal 4dF, though the player can still spend a Fate Point to roll 4d+
- The player can instead choose, while tagging an Aspect, to spend 1 Fate point for a +1, 3 Fate Points for a +2 and 6 Fate Points for a +3. Of course, for each +1 he needs to tag one Aspect (and the maximum Aspects he can tag is of course 3) – this is without the need to roll (a normal tag would still give a +2 bonus, but will require a roll)
Hopefully, this would reduce the number of dice rolls needed for the game (the spending of Fate Points to get a flat bonus is pretty much like Nobilis) and at the same time, when the GM needs guidance from the dice, he got it too.
Tags: fate, Game Design
-
So finally, after a long hiatus, I have return to complete this house rule for Dragon Warriors. Elementalists in Dragon Warriors are able to specialise in one primary element and pick two other elements to complement his repertoire. The previous article has looked at variant Earth spells for the Fire Elementalist and today it’s time for Air!
Tags: dragon warriors, fantasy, fluff/inspiration, rules mod
-
In Fate 3.0, characters tend to be on the level of heroes – they start with 5 boxes of wounds, and get 1 more for each level of Toughness they get. This may make them nigh undefeatable. The following set of rules is actually inspired by Unknown Armies‘ combat rules and changes combat by introducing less wound boxes, higher damage from combat and use of armour.
Tags: fate, rules mod, Spirit of the Century
-
Presented below on Scribd is a new class for the Dragon Warriors RPG – the Seeker. He is the archetypal hunter/tracker who could be a ranger of the wild, a cold-blooded assassin or a perfect scout. For those with difficulty viewing the Scribd plugin below, please try this link.
Tags: classes, dragon warriors, fantasy
-
One of the features of Dragon Warriors is that of the armour bypass roll. Each armour has an Armour Factor and a weapon has a Bypass Roll. Whenever a weapon strikes, you roll the Bypass Roll and try to score higher than the Armour Factor to score a hit. Simple though this design is, it leaves out one thing – being hit by something as thick as a battle-axe, even though it does not draw blood, it ought to have some effects.
Tags: dragon warriors, fantasy, rules mod
-
So we added a new Ranged Attack stat for Dragon Warriors – but it stills need some fleshing up so that it is coherent with the rules. So this article will see how attributes influence the stat and add in some archery styles for the Barbarian (which comes right out from our own world!)
Read more…Tags: dragon warriors, fantasy, rules mod
-
Dragon Warriors comes before the multitude of computer roleplaying games where in the latter (such as Diablo II and various MMOs), a bow wielding character can effectively fire off shots even in tight combat situation (say in a room about 20m by 20m). The rules in Dragon Warriors for archery is quite vague on whether you can pull off ranged attacks in close combat situation.
The idea here is to introduce another statistic to govern the use of ranged attacks, such as bows, crossbows and throwing daggers, as the discipline that goes behind them is different from hand to hand combat.
Read more…Tags: dragon warriors, fantasy, rules mod
-
IMHO, combat in Fate 3.0 (or Spirit of the Century) should orient around the use of Aspects; discovering them, placing them and using them to the maximum instead of hoping for the +4 rolls to get you a whooping hit. However, placing Aspects in Spirit of the Century is a risky move – why blow a chance on the dice when you can just hit the guy instead and do damage? And why set yourself up for a groaner when you tag an aspect, you may get a -4 which make the whole process wasted time?
This article discusses ways in which aspects can be easily placed in Fate 3.0 during a conflict, making them the central theme of combat and fierce debates instead of high skills and good dice rolls.
Read more…Tags: fate, rules mod, Spirit of the Century
-
The new edition of Dragon Warriors give a powerful “blast” ability to all elemenatlists – for every 1 MP spent, they got to do a blast which does 2d6 points of damage. Checking the stats of an average PCs as given in the book, a 12th rank Knight has 24 Hit Points. A 3-MP blast from an elementalist does 6d6 points of damage. Clearly the damage is off the charts!
What this article proposes is a re-balancing of the raw elemental blast power for the Elementalist. Read more…Tags: dragon warriors, rules mod
Role-Playing
Tags
Also by Extrakun
- No feed items.





