BIND Combat Update
A revelation hit me, and combat had to change.
Awful, demonic, arduous combat systems go like this:
- 2 players roll for initiative
- 1 rolls to attack, another to dodge (4 rolls so far)
- The other rolls to attack, and the first rolls to dodge (6 rolls so far!)
- Possible Damage rolls (up to 8 dice rolls in total).
Rolling to defend is an easy fix - just reduce the Target Number to attack by the enemy’s defence. But we still have so much waste:
- If neither character dies, the Initiative roll was pointless. Who-went-first made no change to the outcome of the game.
- Any roll which misses doesn’t tell us anything. If the first action was a botched attack then nothing has changed, so players will just attack again.
- The system shoudl only tell us about successful attacks.
With that in mind, and overhaul began. The crux is this: when you miss an attack, you receive damage. If the enemy attacks, you don’t ‘dodge’ - you deal damage.
This required a major overhaul of movement mechanics, the initiative system, knacks, manoeuvres, and reprogramming those stat-blocks. But the results are worth it; playtesting has shown the system works very fast indeed.
More updates are coming, as I’ll be playtesting more over the coming month.
And of course, it’s an open-source project, so if you have a game, do tell me how it went.
Files
Get Extended Core Rules
Extended Core Rules
An extended reference book for BIND modules.
Status | Released |
Category | Physical game |
Author | Andonome |
Genre | Role Playing |
Tags | foss, Indie, nsr, OSR, Tabletop, Tabletop role-playing game |
Languages | English |
More posts
- Rules LastJun 22, 2024
- Feedback Request on new rulesetNov 14, 2023
- The Kickstarter is Live!Feb 21, 2023
- Character Creation & ArtFeb 09, 2023
- Open Source KickstarterJan 07, 2023
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