Hi there! I'm new to the forum, though I've been browsing for a few months now. I've created my own fantasy tabletop role-playing game (in the vein of D&D, Heroquest, etc.) and was hoping for some feedback, criticism and suggestions on how to improve my current combat system.
The game has 6 playable Heroes (Warrior, Ranger, Adventurer, Mage, Dwarf, Cleric) and a GM. It plays out on a gridded square map, using the Gamemastery Flip-Mats. I'm striving for a balanced system without too much number crunching, but I'm afraid of it being too simplistic at the same time - I'll start by explaining how it operates thus far.
ATTACKING
For Attacking, I felt it best to use a 'Target Number' scenario, in which all enemies have a set DEFENSE value that the heroes must overcome in order to score a hit. Each hero uses 1D10 + their Weapon Die to attack with. Each weapon corresponds to a die.
For example, the Mage uses 1D10+1D4 (staff) to attack, while the Ranger/Cleric uses 1D10+1D6 for their bow/mace respectively. The Adventurer uses 1D10+1D8 for his spear, and the Dwarf uses 1D10+1D10 for his axe. The Warrior has the greatest advantage, using 1D10+1D12 for his starting longsword.
Each hero will be stuck with the same type of weapon throughout the game, but as they get better versions, the qualities will rise. For example, the Cleric will upgrade to a Morningstar with an attack of 1D6+2.
As it stands, I can use a wide range of Enemy DEFENSE values and still make it possible for my weak Mage to hit in melee combat without having to resort to his magic every time. Because the GM doesn't roll to defend, it keeps the attacking round swift and manageable.
At current time, ties always go in favor of the HERO (unless listed otherwise), and DAMAGE is a set value corresponding to the weapon. but I'm open to suggestion.
DEFENDING
For Defending, I wanted the Heroes to have a chance to defend, thus giving them more involvement in the outcome. This posed a problem, because I found contested rolls to be unpredictable, so I couldn't just replicate the Attacking procedure for the monsters.
I decided to use a variant of the old Fighting Fantasy rules, where Enemies have a set ATTACK value, and roll 2D6, which they then add to find their total. The Heroes also roll 2D6, add it to their DEFENSE value (which their current armor indicates), and, if the total is higher, they have defended. In the event of a tie, the Heroes get the right of way. Monster DAMAGE is also a set number at this point.
I also have some of the better armor allowing for the roll of 'Shield Dice' which, when a Hero is wounded, allows the armor to absorb some of the DAMAGE inflicted.
That's it in a nutshell, and of course, there will be a lot of combat modifiers in the game based on roleplaying (+/- advantages to heroes behind cover, in the dark, elevated vantage, etc.)
My main questions are this:
- Is it a good idea to switch combat styles depending on Attacking/Defending? Will that be confusing for the player to be rolling a different combination of dice to ATTACK, and then a set 2D6+DEFENSE to defend?
- Is there a more interesting way to figure out DAMAGE without it being too unpredictable with rolls, or simplistic with set values?
- Does the system seem too contrived and unoriginal?
Sorry for the long post, any feedback would be much appreciated, and I can shed more light on some things that might have sounded confusing in the post. Looking forward to hearing back!
I also wanted to mention a few more things about the system to aid in the balance:
Because the Warrior and Dwarf have high weapon advantages (1D10/1D12 starting dice) they do not have the ability to cast magic. The Mage has a low starting die (1D4) but may attack diagonally. The Ranger can strike from a distance, but will be limited by the amount of DAMAGE inflicted. The Adventurer, using the spear, may also attack diagonally, but suffers defensively. The Cleric is well rounded.
It's also worth noting that all heroes have six attributes (STRENGTH, DEXTERITY, VITALITY, INTELLIGENCE, WISDOM, CHARISMA) that are often tested to see if one of their character-specific COMBAT SKILLS are successfully performed or not. For example, when surrounded by 2 or more enemies, the Dwarf may use his SPIN-SLASH SKILL to attack them all in a single round, with the successful test of STRENGTH. (It will also deduct SP - SKILL POINTS - from him.)
In terms of creating these SKILL values during the character creation, I'm still pondering whether or not to use the roll of 3D6 to determine each one, or implement some sort of point-assigning system.