World of Esaene (ENWorld)

Monday, January 23, 2006

KISS

The constant effort to simplify and speed up combat (while keeping it interesting) continues...

The wargaming/battlemap roots of D&D introduced several concepts that may have outlived their usefulness. Everyone is so concerned about being in this specific position to get a flanking bonus, while keeping this person three spaces away to maximize this feat, etc. - it's too much to worry about.

This really was made evident recently when discussing rules from Mutants and Masterminds, second edition. The guys running the game (Two GMs) are having trouble dealing with super-speedsters (really, any super movement) because the character can go on and off map at will, especially with move-by attack.

The thing to keep in mind with M&M (and other games) is that movement doesn't have to be tactical for everyone. Slow characters may need the board, but fast ones are more conceptual than tactical. A lot of the problems they're having could be solved creatively, such as an opponent taking a readied action or having a rival super-speeder who can walk up and attack just as easily as the counterpart.

This gets to specific combat modifiers. These can go overboard, with tables and tables of modifiers. Right now I have three primary sets of modifiers "outside" of a character (meaning a character may have modifiers specific to himself).

Concealment, Cover, and Advantage. Concealment, obviously, is when something cannot be seen clearly. The base mechanic for concealment is a percentage chance to miss, which I loathe. It's an ad hoc mechanic thrown on to the end. The base d20 roll is a percentile (each number is 5% - duh) - so if you have a 20% miss chance for partial concealment, why not just add a +4 to the target defense? Since critical hits are tied into a degree of success mechanic, this makes that +4 very important.

Here are my (current) rules for all three conditions:


COVER
If there is any object between your character and a source of attack, you can gain a degree of cover. There are many types of cover available: light cover, heavy cover, soft cover, and total cover.

Light cover can be anything that partially obstructs you from your target, from 10% to 50%. It provides you with a +4 bonus to Defense and a +2 bonus to Reflex saves from attacks on the opposite side of the cover.

Heavy cover is anything above 50% and provides you with a +8 bonus to Defense and a +4 bonus to Reflex saves from attacks on the opposite side of the cover. Heavy cover also grants the Improved Evasion ability while you’re protected, meaning that any failed saving throw only does half damage. Heavy cover also grants a +10 bonus to Sneak checks.

Soft cover only applies to ranged attacks, granting a +4 bonus to defense only when any non-adjacent creature is between you and your attacker or if you are in melee combat. Precise Shot negates the penalty for soft cover.

Total Cover is 100% coverage and means you cannot be attacked through the cover at all.

CONCEALMENT
If a target is hidden or distorted, it makes attacking more difficult. Much like Cover, there are several levels of Concealment.

Light Concealment, such as being behind branches or being in dim light, gives a defender a +4 bonus to Defense against ranged attacks and a +5 bonus to the Sneak skill.

Heavy Concealment, such as being in smoke, fog, or darkness, gives a defender a +8 bonus to Defense against ranged attacks and a +4 bonus to Defense against melee attacks. The defender also gets a +10 bonus to the Sneak skill.

Total Concealment, such as being in total darkness or invisible, makes the target even more difficult to find. If an attacker can make an opposed Perception check versus the defender’s Stealth, he may attack with a chance of success. If the concealed creature attacks or otherwise does something to announce its presence, the affected creatures gain a +20 bonus to the perception check against the concealed target on their next action. A totally concealed defender gets a +8 bonus to Defense and a +20 bonus to the Sneak skill.

ADVANTAGE
There are several miscellaneous modifiers that affect combat checks.

The Outnumbered advantage means when a character is trying to fend off more than one attacker. Attackers get a +2 bonus to hit when fighting an outnumbered opponent.

The Unaware advantage means the character does not know an attack is coming. An unaware character is considered flat-footed against the unknown threat until an attack is made or the threat is realized.

Higher Ground, such as being mounted or standing above a prone adversary, provides a +2 bonus to attack and a +2 bonus to damage.

3 comments:

Brant said...

One note on cover vs concealment.
The military definition is as follows:
Concealment stops line-of-sight.
Cover stops a bullet.

Theoretically, it may be possible to attack through concealment (throw a spear through a bush).
You can't throw a spear through a rock.
Remember that if something breaks line-of-sight, it's broken in both directions.

That may help some in writing the description of the difference in the rulebook.

Chris said...

I'll keep that in mind.

Unknown said...

Really Nice..
Appreciated.
Thank you.

Kiss throw