Which combat system do you use?

Combat system of choice.

  • Regular combat (straight from the book).

    Votes: 0 0.0%
  • Power combat (straight from the book).

    Votes: 0 0.0%
  • Regular combat with modifications.

    Votes: 0 0.0%
  • Power combat with modifications.

    Votes: 0 0.0%
  • Home-brew (or more modification than original left).

    Votes: 0 0.0%
  • No combat.

    Votes: 0 0.0%
  • Other (wuh? please share)

    Votes: 0 0.0%

  • Total voters
    0

Relic

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I'm curious as to which system of combat people use, and with which modifications.


The only thing I've tried is the regular combat rules with one modification: you add your mêlée/brawl/martial arts skill to your initiative. The effect is that more skilled fighters will gain initiative more often. A downside to this is that it can be difficult to determine which skill to apply if you do more than just regular combat. Usually this is not a problem, and common sense sorts it out without too much delay.


There's one other thing I'd like to use (I don't play in any campaign currently, but when I do): If you end up rolling more than 15 dice, remove every two full dice above 15 and count them as one success. So, instead of rolling 20 dice, you'd roll 16 and add two successes. Instead of rolling 23 dice, you'd roll 15 and add four successes.


Please share your systems and experiences.
 
I chose "Regular with modifications."


I use certain elements of Power Combat, as well as a few of my own house rules. On the whole it resembles standard combat more than not.


-S
 
Stillborn said:
I chose "Regular with modifications."
I use certain elements of Power Combat, as well as a few of my own house rules. On the whole it resembles standard combat more than not.


-S
I believe the term is "QFT"
 
Stillborn said:
Ah. I happen to like the QFMFT variant a lot better. I think 'F' belongs in nearly all acronyms somewhere.
-S
An astute observation. I shall endeavour to work 'F' into my acronyms from now on.


This opens wonderful new doors of possibility. I shall have to experiment.
 
I like the TLA better than the FLA in this case on account of size and simplicity. YMMV.


Sliding rapidly off topic...
 
We used to play with regular rules until the Players Guide cam out. We use Power Combat because it's more flashy. The only problem I have with customized rules is that when new players are introduced to them (new to the game, or new to your game) they now have to learn something particular. I find it's much easier to say here, it it's in this book, in this section, check it out.
 
I use power combat straight from the book.  I WOULD modify it on a single point (namely, the initiative penalty for holding initiative, which I think is lame), but it never comes up in any games I've been in, so there has been no need.


I think it's brought soak where it needs to be, and made weapons more balanced against one another.  Overall, it's good.
 
Power Combat, no mods.  The only gripe I have is how speed now appears to mean reach for weapons.  Well, should I say, I have a problem with some inconsistencies with some weapons.  For example, if speed does equal reach, why does a kick have a speed of -3, when it can reach slightly further than, say, a fist, which is speed +0?  


~FC.[/b]
 
For example' date=' if speed does equal reach, why does a kick have a speed of -3, when it can reach slightly further than, say, a fist, which is speed +0?[/quote']
Probably the same reason bows get no speed bonus at all, even though they clearly have more reach than any melee weapon.
 
Power combat with slight modifications.  We don't worry about the whole hardness stuff.  Just doesn't come up in our games.  Love the Power Combat as it speeds up combat for us.  No more one die of damage rolls.  Also, 10's count as two successes for us in combat as well.  Just seems to work well for us.
 
Regular combat with modications. Basically, the main modification is that when fighting extras, the number of successes on the accuracy roll is how many extras the PC mows through that round. :) I use the reglar combat to make serious duels more epic.
 
I generally use regular combat with a few things stolen from Power Combat....primarily adding essence to dodge, as before blocking was almost always a statistically superior action... it helps to balance the block/dodge imbalance... and the upgraded Hearthstone's Bracers. I also use a few of the Charm mods found in there, the ones that are basically errata instead of making things follow P.C. rules. However, on the whole I prefer regular combat...it has some kinks, but it's got a better feel to it for me....and at least has a base for its weapons, from which all others numbers deviate...the fist. :)
 
primarily adding essence to dodge' date=' as before blocking was almost always a statistically superior action... it helps to balance the block/dodge imbalance... [/quote']
To me, this should be imbalanced. It's just plain easier to block an attack than to move your entire body out of its path.


-S
 
Stillborn said:
primarily adding essence to dodge' date=' as before blocking was almost always a statistically superior action... it helps to balance the block/dodge imbalance... [/quote']
To me, this should be imbalanced. It's just plain easier to block an attack than to move your entire body out of its path.


-S
If we're going by realism, there should always be a chance that blocking a particularly strong attack causes you to be disarmed, too.  There should also be a chance for non-magical weapons to be permanently damaged by blocking.  Clearly, realism isn't an inspiration, and game balance takes precedence over it.


As long as Dodge is its own Ability, though, and the ONLY thing it can do is avoid attacks, it pretty much NEEDS to be the single BEST thing at avoiding attacks.  Otherwise, it's just a ridiculous Ability.
 
Joseph said:
Stillborn said:
primarily adding essence to dodge' date=' as before blocking was almost always a statistically superior action... it helps to balance the block/dodge imbalance... [/quote']
To me, this should be imbalanced. It's just plain easier to block an attack than to move your entire body out of its path.


-S
If we're going by realism, there should always be a chance that blocking a particularly strong attack causes you to be disarmed, too.  There should also be a chance for non-magical weapons to be permanently damaged by blocking.  Clearly, realism isn't an inspiration, and game balance takes precedence over it.


As long as Dodge is its own Ability, though, and the ONLY thing it can do is avoid attacks, it pretty much NEEDS to be the single BEST thing at avoiding attacks.  Otherwise, it's just a ridiculous Ability.
plus given the inspiration for Exalted, Dodging is just plain frankly cooler and with more stunt potential than your average parry
 
Jhazor said:
plus given the inspiration for Exalted, Dodging is just plain frankly cooler and with more stunt potential than your average parry
Indeed.  You could pretty much tell how badass and cool someone was by their defensive actions.  The lamest people (those barely able to match their opponent) resorted to parries.  Substantially cooler ones casually dodged their enemies attacks.  The COOLEST enemies, of course, relied entirely on soak, simply ignoring their foes strikes and shrugging them off, taking essentially no damage.  


This is the true reason why the soak mechanics needed to be reworked; in the normal rules, Lunars outcooled Solars due to simply soaking everything.  Such cannot be tolerated.
 
Joseph said:
Jhazor said:
plus given the inspiration for Exalted, Dodging is just plain frankly cooler and with more stunt potential than your average parry
Indeed.  You could pretty much tell how badass and cool someone was by their defensive actions.  The lamest people (those barely able to match their opponent) resorted to parries.  Substantially cooler ones casually dodged their enemies attacks.  The COOLEST enemies, of course, relied entirely on soak, simply ignoring their foes strikes and shrugging them off, taking essentially no damage.  


This is the true reason why the soak mechanics needed to be reworked; in the normal rules, Lunars outcooled Solars due to simply soaking everything.  Such cannot be tolerated.
yup whent he rest of the party are packing reinforced breastplates or better, you wear no armour and you can take more hits than the rest of the party put together. you just can't help but be cooler than everyone else


Iron Skin Concentration under Power Combat is THE charm to have
 
Stillborn said:
primarily adding essence to dodge' date=' as before blocking was almost always a statistically superior action... it helps to balance the block/dodge imbalance... [/quote']
To me, this should be imbalanced. It's just plain easier to block an attack than to move your entire body out of its path.


-S
Eh? Not in my experience... blocking requires a limited motion, locks a hand or weapon up at least momentarily, and so forth... at least from my experience irl, usually dodging is more beneficial, unless you're working something else into a 'block' such as a defensive throw or somesuch... as well, I agree with Joseph on the whole issue with the ability from a mechanical standpoint...if all it can do is evade attacks it should not be weaker than abilities that can attack, defend, counterattack, and so forth. Now if one has something like a shield or off hand weapon, blocking can certainly have advantages, as it keeps their weapon engaged while you follow through.,..and even with only one there are options with ones own body, dodging tends to give one more openings and has less margin of error than a block from what I've seen. Admittedly it sometimes requires more space for movement, but then most weapons are just as piss poor in close quarters...save rather short ones... but bah, I'm rambling...maybe I'll write som'at more when I'm not stony on pain meds, but for now... *sigh*
 

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