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Simplified Combat Mechanic

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questccg
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Well to no surprise, I am looking for a SIMPLE "Combat" mechanic. I'm going to keep it simple as to HEALTH: each character has ? HP. In the "Manhunt" phase, you have from 3 to 5 police squads. I want to keep it as SIMPLE as possible. That's pretty FIRM in terms of the design. The story tells you the STATS...

But what I am missing is a SIMPLIFIED "Combat Mechanic"...!

Anyone have something that goes well with a "Investigative/Detective" Game?!

I don't want to need to have STAT charts and things of that nature. If there is a specific "set-up" to each "Manhunt" (because there are 27 story-lines")... but I don't have items or weapons. It's cops against bad guys like accomplices, a hitman, gang members, bank robbers, etc.

Something INTERESTING for determining the STATS. Like IF the "story-book" has an entry about each Patrol's STATS that works. Same goes for the BAD GUYS too... That is perfectly legit.

I'm just wondering how to handle the COMBAT... Thoughts???

questccg
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I've been so busy with TradeWorlds ...

That I haven't had time to even THINK about the "Combat Mechanic" for my "investigators" game! In any event, if any wants to share some ideas maybe from other games that do it rather simple, please feel free to respond.

Cheers!

Note #1: Just as a reference point and why I am not focused on this "Combat Mechanic" is because TONIGHT I finished ALL of the "core" cards. Shhh... Let's keep it secret. This way I can relax and maybe work on the "expansion" cards tomorrow! But I'm a bit exhausted. proofing physical cards and then checking the digital versions (Are they a match? Are there any typos?? Is it the right card numbering??? etc.)

I managed to find five (5) errors in the "core" cards and fifteen (15) corrections (misalignment of the card) that you only see when you compare one card sequentially with the next one.

I also edited all fifteen (15) cards to correct the issue and that took about an hour to do too... I'm going to proceed with the "extra content" for the "core" product (Premium Role Cards, Battle Front Scenario and the Rise of the Monarch Scenario - for all 4 Factions). Hopefully I can get those all done tomorrow leaving only the "expansion" content (Galactic Encounters)

Cheers ... And if you can think of some kind of COOL "Combat Mechanic" don't be shy... Feel free to share (but only if you want to!)

terzamossa
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Hi Kristopher,is there a way to

Hi Kristopher,
is there a way to adapt to combat the exact same core mechanic you use in the other parts of your game?
I remember you had dice and a dagger and some criteria for success.
As the game doesn't rely on combat too much, instead of adding a new mechanic I think it would be great if the resolution could match the rest of the game. It would be easier for players to have a grasp at everything that goes on, without having to learn new rules for combat!
Hope this helps!
Antonio

Fri
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Simple combat mechanic-all attacks are successful.

Simplest thing I can think of when their is a combat both sides attack sucessfully.   This could mean they are removed from the game or maybe renter the game later and or elsewhere.

treeves3
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RPS or IF-THEN

Rock-Paper-Scissors is a simple combat mechanic that comes to mind, but I don't know if it could be worked into your particular game.

You could also think in terms of IF-THEN mechanics, such as: IF the cops have element X (which could be something that fits with your theme, like calling for SWAT, or using Non-lethal weapons, or acquiring the proper warrant, or calling the Chief Fire Inspector, etc.), THEN they defeat Y (nab the bank robbers, taser granny-the-kleptomaniac, arrest the murderer, or catch the arsonists, etc.)

Good luck!

-Tom

questccg
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Let me clarify a bit...

terzamossa wrote:
...is there a way to adapt to combat the exact same core mechanic you use in the other parts of your game?

Indeed this seems to be along my own lines of thought. Namely I don't want to add stats and trackers to this game. Just doesn't feel right. But at the same time, it would be cool is gang members (in one scenario) try to kill-off all the cops (for example). And so I have cops meeples and gang member meeples. How do I make this work???

Well there can be rules. Like for example the "gang member" at the Apartment won't leave that location (it's like one of their safe-houses). Meaning that the other two (2) gang members are free to pursue the cops around the city. While that works ... What I need is for a way that the cops can "battle" the other two (2) gang members...!

terzamossa wrote:
I remember you had dice and a dagger and some criteria for success. As the game doesn't rely on combat too much, instead of adding a new mechanic I think it would be great if the resolution could match the rest of the game.

While the players are still looking for "clues" in the 2nd Phase (The Manhunt) ... a scenario objective is injected into the mix. Like my gang members concept: you have to neutralize the gang threat...

But there should be SOME KIND of "battle" mechanic... However I don't want anything too complicated. Like you suggested, it needs to "blend" well with the rest of the game.

terzamossa wrote:
It would be easier for players to have a grasp at everything that goes on, without having to learn new rules for combat!
Hope this helps!

I will re-use the movement dice much like the cops ... So the "bad guys" get a turn too ... The real issue is not movement, it's how to resolve SIMPLE "Gun Fights" (not melee ... but ranged ... I don't think it really matters TBH).

questccg
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Not quite so true...

Fri wrote:
Simplest thing I can think of when their is a combat both sides attack successfully.   This could mean they are removed from the game or maybe renter the game later and or elsewhere.

I don't think that will work. See the idea is that PLAYERS play co-opetively ... You play together to TRY to WIN, but at the same time it is competitive in that you want to be the Investigator that determines the nature of the crime FIRST!

If being in "proximity" with a Gang Member AUTOMATICALLY means that both units suffer damage ... That doesn't seem like a "great" way of having some bit of "chance" to survive an encounter. I guess that's something that I have learned: there needs to be an element of CHANCE.

What the odds are and who is on the advantage... This I don't know just yet. But definitely thinking about it some more. Cheers!

questccg
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Some of my EARLY thoughts...

I liked "Scrambo" (by Chris Mancini) and was thinking something similar. But maybe have colored "custom" dice with relevance... And various quantity.

To explain: each die has a COLOR which indicates the "potency" of the die.

So a RED die would have: "4 Bullet Markers" and "2 Blanks". If you roll a "Bullet" this is considered a "potential" hit...

How the combat would work ... Is based on ODDS (given each die color) and the NUMBER of dice... The Player and AI battle each other by rolling the respective dice (and colors) and the player with MORE "Bullets" inflicts ONE (1) WOUND upon the adversary. If it's a TIE (as per Fri suggestion), BOTH players gain ONE (1) WOUND.

I think this allows for the most FLEXIBILITY in terms of DIE "Strength" and the number of dice needed to roll. The scenario would tell players the type and quantity for each DIE (as per the requirements of the scenario and character).

***

Another option CLOSER to "Scrambo"... Is you roll the dice and you set aside the dice that are "bullets". If your character has 3 dice, he must roll THREE (3) Bullets. If his opponent has 4 dice, the opponent must roll FOUR (4) Bullets. Again this MAYBE could allow for different dice colors (TBD)... The player to roll they NUMBER of "Bullets" inflicts ONE (1) WOUND to his adversary. BUT if BOTH player take 3 turns to get their quantity, BOTH Player and AI get ONE (1) WOUND.

***

What are you thoughts on these two (SIMPLIFIED) methods of dice combat???

questccg
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I have decided to use STANDARD PIPs for the "bullets"

So for example:

questccg wrote:
An FBI Agent (is Yellow) and uses STANDARD 2d6s and he/she has 4 HP.

It is as EASY as that. You roll the 2 "Yellow" dice and that gives you the amount of shots fired. Next you roll the enemy dice (which ever color those are) and the player with the HIGHER "shots fired" deals ONE (1) WOUND.

questccg wrote:
A Gang Member (is Red) as uses a 3 Custom D6s and he/she has 3 HP.

I think this is a EASY as it gets! If you have any questions, comments, Feedback please feel free to reply.

Sincerely.

questccg
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Bumping this thread...

Just was wondering if anyone had some thoughts about this SIMPLE "Combat Mechanic"?! I was initially inspired by Chris Mancinni's Scrambo ... But I realize that the describe "result" just is some custom dice and simply rolling a few for both sides (of a conflict) and then inflicting ONE (1) Wound...

I can't say that this mechanic is so "unique" but it's pretty simple and that's something that I really am pleased with. It's LUCK based with PROBABILITIES and ODDS (with different Means/Averages) making it a bit more strategic... Obviously the COPS have the BEST ODDS (no surprise there). But they too are mortal and will sometimes take some wounds during heavy heat!

Not much more to be said... ATM. The main issue is making some dice and trying them out... We'll see, when the time comes!

questccg
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Aside

I got my First (1st) COVID-19 shot "yesterday" afternoon. No pain at all until THIS morning: my shoulder was hurting so I took some Tylenol. But no other side-effects and other forms of pain.

(I also decided to "bump" this thread with this "aside" in the event that anyone might want to comment on my "combat/dice rolling" mechanic)...

Cheers!

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