Ideas for Higher-Resolution Combat - Feedback Requested
Something that’s been bouncing around in the back of my head for a bit, and that a recent thread made me think more on, are some options for higher resolution combat. Now, this isn’t nearly as intense as things like my Initiative and Combat Posture Overhauls - I’m thinking of doing things a bit more simplistically.
First off, Dual/Multi-Weapon Attacks - or, more specifically, not taking full advantage of them. I’m thinking it might be appropriate to designate one or more limbs as “defensive” when you declare your maneuver. Said limb cannot be used to attack, work a lever, etc during that round, and if used for such next round is at -1 to skill. During a round in which it’s designated as defensive, however, it is at +1 to defend (maybe even +1.5, to give characters with odd skill levels a boost). If you designate one leg as defensive, they both must be, and you lose the option to Step or Move outside of a Retreat (an exception for characters with Extra Legs - you can still Step or Move so long as you designate no more legs than you could lose without falling, and while so designated your movement rate is reduced as though they’d been crippled). Designating both of your legs (or all of them, if you have Extra Legs) as defensive also gives a +1 to Dodge. Note it might be more realistic for limbs used to attack to suffer a defense penalty, but I’m more inclined to offer carrots than sticks. Next up, opportunistic attacks. Something that can happen in real fight or fictional fights - but doesn’t in GURPS - is that you’ll find yourself in a position where an otherwise-suboptimal attack (pommel strike, stabbing with the dagger in your offhand, etc) has a better chance of connecting than your preferred attack. Rather than wasting time rolling each round to see what is the best attack for the round, I think it would be best to allow the player to actually declare an opening has presented itself, but only every so often. Basically, the player declares there has been an opening for a specific attack and rolls 1d - the result is the bonus such an attack enjoys, but attempting any other attack instead is at an equal penalty. There are a few caveats. First off, the declared attack must be specific - not just “hit him with my knife,” but “stab him in the Vitals with my knife.” Secondly, if used in conjunction with Rapid Strike or similar, you designate which attack in the sequence is taking advantage of this, and only that attack is affected (so for a 3-attack maneuver, if you designate the second attack and stabbing in the Vitals with the knife, the first and third attacks are unconstrained and suffer neither an additional penalty nor bonus). Finally, if the GM disagrees the attack is suboptimal (such as if it’s actually being done with the weapon that deals the most damage, or that you have the highest skill in), he can ask the player to reconsider. If the player opts to declare anyway, the bonus (but not penalty) is reduced by 3, to a minimum of +0. The GM may make an exception here if it’s actually the character using their best weapon in a suboptimal way. For example, in a high-altitude aerial battle against a foe with Flight (Winged), aiming at the wings is often by far your best bet (since wings tend to be unarmored, and what would be a Major Wound on the torso will basically instakill your target by crippling his wing and leaving him to plummet to his death), so he might allow for a swing to the neck or stab to the torso to take full advantage of this, even if it’s with your best weapon. Opportunistic Attack has a “cool down” of 2 seconds, and the GM may decide you either can’t use the same striking surface more than once in a battle, or it has a longer cool down of 9 seconds (so you could declare for an opportunistic knife thrust to Vitals, act normally the next 2 rounds, then declare for an opportunistic pommel bash to the skull, but trying to use an opportunistic attack with the knife isn’t an option until 9 rounds since the first have passed). Finally, and related to the above, are unexpected attacks. When making an Opportunistic Attack that imposes at least a -1 for Deceptive, you may also claim it to be an unexpected attack. This is dependent upon the GM’s agreement, and must truly count as unexpected. Examples include dropping your sword and then punching your foe in the face, striking with a hidden weapon, missing with a thrusting attack and following up with a draw cut, etc. If making an Unexpected Attack, the player can either have that attack benefit from a free Feint attempt, or can make the Deceptive Attack give a -2 to defense for every -3 to attack. Typically only usable once in a given battle, although the GM may allow for the same trick to work on multiple foes, or different tricks to work on the same foe. So, in summary: Defensive Limb: Declare a limb as only usable for defense that round, get a +1 to defense with it but suffer -1 to attack if you use it for an attack next round. Opportunistic Attack: Declare a suboptimal attack as opportunistic to enjoy a +1d bonus to hit with it (but changing your mind means an equal penalty with the attack you do use). Usable generally once every 3 seconds, or once every 10 seconds for a given striker. Unexpected Attack: A Deceptive Opportunistic Attack involving trickery. Grants either a free Feint or a better exchange rate for Deceptive Attack (-3/-2 instead of -2/-1). Usable once per combat. What does the hivemind think? |
Re: Ideas for Higher-Resolution Combat - Feedback Requested
It occurs to me it may be worthwhile for me to explain the purpose of these rules. Defensive Limb (which really needs a better name) is primarily to give characters with Dual/Multi-Weapon Attack a reason not to use all of the attacks this entitles them to. Opportunistic Attack is to incentivize players to use different attacks than usual, like striking with the pommel of the sword (or targeting anywhere other than the wings in an aerial battle). Unexpected Attack is for allowing interesting maneuvers often seen in fiction that otherwise don't have much place in GURPS. It replaces the "Hidden Weapons" rule from DF (and its predecessor in MA). These rules should probably be considered cinematic (while they're meant to give a nod to realism - it's easier to defend with a shield if you're not also using it to bash someone in the face, opportunities to use specific attacks do come up in combat, and unexpected attacks are certainly possible - the implementation and true reasons behind them I feel push them over the edge to cinematic).
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Re: Ideas for Higher-Resolution Combat - Feedback Requested
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Second: that sounds really abusable if an attacker can declare an opening. That seems like what deceptive attacks and setup attacks could represent. |
Re: Ideas for Higher-Resolution Combat - Feedback Requested
I've played around with a variation of the opportunistic attack idea before. I made it a random location rather than a declared location.
Which weapon to use isn't something I ever really decided on. One version was to give any melee attack going for a random hit location +1. I've played around with only weapons that do crushing thrust damage getting a bonus, or anything that is not the "Main" weapon, but I don't think I ever really arrived at a solution that felt "Final". I've also thought about giving an attack bonus for non-main attacks (if I can ever properly define that) |
Re: Ideas for Higher-Resolution Combat - Feedback Requested
What I came up with for "unexpected" attacks:
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I also considered the random location option, but felt it would be unsatisfying in play. Quote:
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Re: Ideas for Higher-Resolution Combat - Feedback Requested
Opportunities for opportunistic attacks can happens for a few different reasons. One important one is that an opponent focuses on defending against a particular kind of attack at the expense of defense against other attacks. For example, someone with armor covering everything except the head focusing on defending the head at the expense of other parts.
A simple rule could be that during your maneuver you are allowed to declare that you are focusing on defending against a particular set of attacks. This gives -2 to all other defenses. If the set of attacks you are focusing on is much smaller than the rest of them (GM judgement), you get +2 to defense against those attacks. Otherwise you get + 1 to defense (unless the set of attacks focused upon are much larger than the rest, then you get nothing). |
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Since the opportunity comes from the opponent rather the player's decision, you have opponents that act in a way that tend to make sense for them, rather than in a way that "happens" to be benefitial to the players (opponents forgetting to defend their vitals more often than their less important hit locations etc.). |
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I don't think the results are as satisfying as they are interesting. An hit that was easier than normal to land shouldn't end the fight: it should complicate it. |
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The system from the thread I linked was basically a 3-tier hit-location-based defense. You can choose upper vs lower body, a specific hit location, or a specific sub-location. I'm thinking it may be better to avoid the tier system, but allow effects to stack. First is Upper vs Lower Body - Upper being Skull, Face, Neck, Chest, Arms, Hands; Lower being Abdomen, Legs, Feet. Next is Hit Location - Head (includes Skull, Face, and Neck), each Arm (includes each Hand), Vitals (covers both Vitals in the Chest and those in the Abdomen), Pelvis (includes Groin), and Legs (both together, includes Feet). Worn items (like a talisman) might serve as a final option, although I'd typically just have that in place of a hit location. Next is Enemy - you may opt to designate a single enemy you are focusing on. Finally is Weapon - choosing this option lets you designate a single weapon for each enemy you are facing (although you don't have to choose one for each enemy). Each choice you make is +1 to defend against that, -1 to defend against whatever it didn't cover. If you do use this option, I strongly recommend giving each player (and keeping a few for yourself, for Worthies and Bosses) a "cheat sheet" that lets them readily mark what they're focusing defenses on and reference to determine bonus/penalty. Quote:
The Vitals comment makes me think it might be appropriate for the longer cooldown to be for both weapon and hit location - a character who used an Opportunistic Attack to kick someone in the solar plexus (Vitals) has to wait 3 seconds before he can attempt another Opportunistic Attack, and must wait 10 seconds before he can attempt an Opportunistic Attack that involves either a kick or a strike to the Vitals. In some campaigns, it may also be appropriate for a character who tends to use a certain Opportunistic Attack (drawing a hidden knife and shanking someone in the Vitals, say) to gain a Reputation (MA54) for doing so. Quote:
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