Last time I considered various modifications to traditional Hit Points systems, in order to produce a reasonable simulation of a style of combat that might be called a 'Battle of Fatigue'.
To a certain degree, such modifications work. But as I noted, they do so with some serious stain. The primary problem was Single Target Focus, i.e. it is better to focus all your attacks on a single target in order to bring him down than it is to split your fire (much more genre for the most part) between different targets.
One might wish to try to move to different game mechanics in order to avoid this pitfall, modifying them to allow the desired long drawn out battle.
There's a serious problem with this approach however- if you attempt to use any system that resolves combat as a matter of attrition, you will bring Single Target Focus into being.
That's the core problem with attrition, it means that you can only win by slowly removing a resource of your opponent- and that means the best way to win is to focus all your methods of resource removal on one target until it's gone.
There are three solutions to this and lots of variations within each. But in interest of space I'll present them in wide strokes and call it good enough.
The first is to use a serious Death Spiral with traditional Hit Points or other systems. By applying enough of a negative modifier for lower levels of damage that fall short of defeating your foe, you can make his defeat almost certain as he can no longer effectively defend or attack. Thus players will split their fire between targets in order to quickly force them to suffer said modifiers. In this way, they in practical terms have removed them from the battle.
This avoids Single Target Focus by defining meaningful damage as something else.
I have a simple reaction to such systems, why waste the time? If you're going to have the first landing of any significant damage win the battle- end it there. I don't see much of interest in a slow resolution of a matter that has already been decided.
Such an approach is just a delayed one-shot, one-kill system.
The second solution is to use one-shot, one kill mechanics like those in early RuneQuest or Boot Hill but add a mechanic I'll call 'Battle Points'. Battle Points can be spent to avoid damage, the amount you start with naturally would scale with character power. They also refresh at the start of each combat.
Additionally, say that when a character spends a Battle Point in a round he's protected against all other attacks in that round. Once he's out, he's out and he has to take the full damage effect on the following attacks.
While this works well for group vs. group, what happens when you have a group of heroes fighting a single powerful foe? Do they attack in turn until someone 'hits', and the rest go out to lunch until the next combat round? Rather silly, and attempts to make exceptions run counter to the core mechanic enough that they appear as what they are: meta-game exceptions.
The third solution is to forget about attrition completely and go with a single blow system. This is the method I used in Age of Heroes, and the approach I take in most of my HERO System games.
Here any single damaging attack can easily take a character out of the battle, if it doesn't- it also doesn't meaningfully reduce his combat effectiveness. There can still be rules for 'bleeding out' and other such events- but they would need to be rare outcomes compared to being whacked and dropped.
Character defense is based upon defensive ability (which may be active, passive, or both). Damage soak systems can fit in here in some cases. If the defense/offense is balanced well enough, such fights can last for a good long time between equals.
There are problems here.
First, while it's a long fight that may well see many unimportant wounds- it's not a Battle of Fatigue. The issue isn't resolved by someone getting tired, it's resolved by someone overcoming another's defense- it may happen on round 200, or round 1.
Second, there's a high 'whiff' factor to this system. That is most of the time your successful attack is going to be blocked, parried or otherwised avoided. Some people object to that, despite it's core realism and ability to model movie style combat.
So, no perfect choice that meets all the desired goals. One is left with choices that solves some problems, but that leave others open.
And making such choices is what game design is all about.
Next- We'll leave Battle of Fatigue behind and start examining various damage systems
Wednesday, November 25, 2009
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7 comments:
For Option #2, you indicate that a Battlepoint, if expended, protects its expender for the rest of the round from all other attacks. Why would you stipulate this? It seems to me that you could use Battlepoints as "Active Hitpoints" and structure all sorts of criteria around their use (not when surprised, only when acting within alignment restrictions, whatever). Perhaps I'm missing something (its been a long day).
~AoB
Hmm. So if I'm interpreting this correctly, you're saying all of these solutions are viable, all of them have some problems, you picked one yourself, but it's a matter of taste/what you want to do?
highadventuregames: The idea behind having a Battlepoint protection for the rest of the round is remove the Single Target focus that the system would otherwise bring into effect.
I a foe has five BP, hitting him five times removes them. If there are five characters attacking- that could be done in a single round if they focused their attacks.
But not if the point protects against all further attacks in that round.
Wyatt: Basically, it's a goal vs. drawback thing. You pick the method that most closely matches your goal while still being able to live with the downsides.
Game design is about tradeoffs, getting X but giving up Y. You almost never can have it all.
I found 4E's D&D Mark mechanic to be an interesting way to break the tyranny of focus fire. Defender PCs and Soldier Monsters can apply a "mark" to foes. This mark imposes penalties if the target attacks anyone other than the meatshield.
I.E., it forces the foe to spread out their fire rather than concentrate it.
So, that is one possible additional option to the ones you discuss.
Hmmmm, I see. I'm thinking there may be a way to make option 2 not be "All or Nothing". Perhaps, it completely protects vs. the first attack and then tapers off for others.
~Adaen of Bridgewater
All those options have their merits and flaws, but I'd like to offer another one in the mix:
What about Savage Worlds style damage? The main idea is minimize bookkeeping (every combatant is up, down or out, no other options here)...
Vedron, Marcelo Paschoalin: I covered those options in a general way.
'Marks' are a version of 'engagement' an suffer the same issues.
Salvage Worlds style as you describe it is a version of RuneQuest style 'single hit'; although as I recall it includes a mechanic for combining wounds that is basically hit points by another name. I'd have to check my copy of the rules to make sure.
Adean: That method would result in single target focus when the HP of the primary target drops low enough compared to other possible targets. This in addition to problems the concept starts with.
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