Monday, February 23, 2009

Proposal: Combat Rules

SKed - Rodlen

Adminned at 24 Feb 2009 20:38:35 UTC

A combination of Devenger’s idea and the current combat.

Replace the first paragraph of Rule 2.1 Skirmishes with the following text:

“At any time when there is not currently an active Skirmish, the General may create a Skirmish by posting a story post with [Skirmish] in the title, known as a Skirmish Post. Inside the Skirmish Post the General shall list each of the Enemy Combatants, including their initial Health, Armor and Damage scores. When a Skirmish is created, that Skirmish is active.”

Change the text of Rule 2.1.1 Combat to the following:

“As a daily action, a Soldier who is a Friendly Combatant of an active Skirmish may attack the Enemy. To attack, they must select their Weapon (a specific weapon in their holster), the ammo rating of which must be equal to or less than the Ammo of the Soldier. To execute the attack, the Soldier reduces their own Ammo by the ammo rating of their Weapon, and rolls DICEX in the GNDT, where X is the damage rating of that weapon.

If the roll result is above their Target’s Armor, the Health of the Target is reduced by the roll result.

If the Soldier’s Target is now dead, they may continue firing by selecting a new Target (another Enemy Combatant who is not dead), then firing again as the above paragraphs describe. Otherwise they complete their combat.

If the Soldier’s Target is not dead after the Soldier has fired at it, the Soldier must roll DICEX, where X is the Damage score of the their Target, and subtract the roll result from their Health. This Soldier has finished attacking the enemy.

The Soldier completes their combat by posting a comment to the Skirmish post, including their Weapon, a list of Targets they fired at, the damage (if any) they dealt to each Target, and updated values for the scores (including but not limited to Health), or the dead status, of their Targets, if any.

Example combat completion report (Battle Droids are 4 Health, 2 Armor):
Weapon: M4 Carbine
Targets:
- Battle Droid, dealt 5 damage, Dead
- Battle Droid, dealt 7 damage, Dead
- Battle Droid, dealt 3 damage, 1 health remaining

An Enemy Combatant is dead if its Health is 0 or below. If all Enemy Combatants for a particular Skirmish are dead, then the Skirmish ceases to be active, and is said to have ended.”

Checklist: Firing is unlimited until a Soldier fails to kill an enemy or they run out of Ammo. This will prevent attacks ad infinitum, but will allow an appropriate number of easily tracked shots. Enemies can have Armor that makes them resistant to low-powered weapons.

Comments

Qwazukee:

23-02-2009 07:15:54 UTC

for  arrow

Clucky: he/him

23-02-2009 15:16:45 UTC

against

Having a large weapon is it’s own reward. Don’t let someone get more kill chances just because they have a big gun.

Klisz:

23-02-2009 16:20:10 UTC

imperial  Too many giant proposals…

Amnistar: he/him

23-02-2009 16:59:45 UTC

The problem with his is that it means the handgun can’t hit anything with armor, EVER.  Which I disagree with, but like I said, we’ve done combat, people can provide their own rules now.

Kevan: he/him

23-02-2009 17:01:19 UTC

against As Clucky; adding armor and second-attack bonuses seems a bit much.

ais523:

23-02-2009 17:12:03 UTC

against Probably a better way to do armor would be for it to increase the chance of nothing happening; maybe by making the damage from the weapon be DICE(its damage rating + the enemy’s armour) - the enemy’s armour.

dogfish:

23-02-2009 17:49:10 UTC

for Good. I like the way the attack turn ends when you take a hit yourself. It’s true about the pistol becoming pretty poor now, but the way to solve that seems to be even more randomness, which I’m not sure is such a good thing.

Devenger:

23-02-2009 18:16:04 UTC

against Bigger weapons will be the only weapons worth using, because you only pay the ammo cost once. Additionally, the SR becomes useless, when I think it should be an interesting finisher in certain circumstances. I don’t see why this would be any easier to track, and it lacks the mathematical beauty and the risk/reward modelling my rules achieved.

Frankly, I don’t think BlogNomic is capable of combat rules worth having - it rejects anything above a point below the base level of complexity needed for interesting, intelligent choices and possibilities. Something quite great could be achieved, but not with this voting populace.

Also, use the nice blockquotes for rules text.

Qwazukee:

23-02-2009 18:20:33 UTC

Hmm, yeah, Soldiers should have to spend Ammo each time they fire. That way, service revolvers would still be important for cleaning up many fodder enemies with an armor of 0, so long as one was willing to pay the constant Ammo drain.

Anyone want to try proposing it that way?

arthexis: he/him

23-02-2009 20:03:49 UTC

against

Wakukee:

23-02-2009 21:38:14 UTC

against Nah…

Rodlen:

23-02-2009 23:42:58 UTC

against

Darknight: he/him

24-02-2009 07:50:20 UTC

against

Qwazukee:

24-02-2009 22:27:26 UTC

against s/k

Wakukee:

25-02-2009 03:53:25 UTC

Err… its been s/k’ed for a while now…