I have been thinking about having more varied options in combat. Inspired by some RPG design discussions and the RFE: Death on Albireon game. Here is what I came up with.
Breathing Heroes
- Heroes get a Breath equal to 10 Stamina Points, or SP
- Recovery Attempts also replenish Breath
This is similar to ICRPG’s Heart of 10HP. I just liked Breath as a better word for Stamina, and there is no confusing the two.
- Heroes may spend Breath, 1:1 to increase their Attempts
Say the Target is 12 and a hero rolls a 10. They can spend 2SP to make that a hit instead of a miss.
- Armor now starts at 0, and works as Damage Reduction
- Monsters roll against the Target like the players do
Say a hero has 2 Armor and they get hit for 5 damage, they only take 3 damage because the armor reduces the 5 to a 3. Alternatively, say they only get hit for 2 damage, then they don’t take damage at all.
This is done because I like Armor working this way, but also to make integrating with the Dodge action easier. Also, if the one-room Target idea is great because it allows the players to have one number to look to and speeds up play, aren’t all of those things true for the GM as well? They’re a player too!
- When a hero is being attacked, they may Dodge the attack and take no damage by spending Breath to raise the Target, 1:1. They must spend at least as much as the value of their Armor in order to Dodge.
The Target is 12 and a monster rolls a 16 to hit. Our hero may spend 5 Breath to raise the Target to 17 and Dodge the attack!
The Target is 12, the Hero has 3 Armor, and the monster rolls a 13. Our hero has to spend 3 Breath even though only 2 is needed, due to their armor.
I like this so much! Heroes with heavy armor will have a harder time dodging, while heroes with light or no armor will find dodging easier.
- When a hero is being attacked, they may Block the attack. All damage done is dealt to Breath before it is dealt to Heart.
Say the hero has 3 Breath, and takes 5 damage. They lose all their Breath, and 2 of their Heart, or HP.
This is the armored-up way to dodge.
- Shields no longer add to Armor, instead they act as extra Breath when blocking.
This lets you have different strengths of shields. More opportunities for cool Loot!
Consequences
I like what I have so far, but I am seriously empowering the heroes here. Even if they just Block, they basically get an extra free Heart. So I needed to find a way to balance things out. (shameless plug incoming…) Enter one of my previous posts: Alternative Death Rules for ICRPG
I am going to use the system I detailed in one of my later responses.
- When a hero takes damage, the amount the hero’s final Heart is reduced by, is the amount of Strain on the Hero. All Attempts are reduced by Strain
Say a hero takes 3 damage, and can’t block or dodge it. Their Heart is now at 7. They take -3 to all Attempt rolls.
In this way, a hero’s Breath becomes the extra they have to spend. While their Heart is precious and dangerous to injure. The penalties to Attempts felt a little stiff, which is another reason I have Armor working as Damage Reduction.
The way I see this playing out is the Heroes fight, block and dodge super well until they run out of Breath. Then when they start taking injuries, the battle gets more and more dangerous.
A creative GM might let you Dodge or Block for allies Close to you.
Also,
- Mages built with ICRPG Magic may spend Breath instead of HP when casting spells.
- FEATS from Khan’s book may spend Breath instead of HP as well.
- This replaces Stun points in VC as well maybe?
Summary
Basic Rules
- Heroes get a Breath equal to 10 Stamina Points, or SP
- Recovery Attempts also replenish Breath
- Armor now starts at 0, and works as Damage Reduction
- Monsters roll against the Target like the players do
- Shields no longer add to Armor, instead they act as extra Breath when blocking.
- When a hero takes damage, the amount the hero’s final Heart is reduced by, is the amount of Strain on the Hero. All Attempts are reduced by Strain
- Mages built with ICRPG Magic may spend Breath instead of HP when casting spells.
- FEATS from Khan’s book may spend Breath instead of HP as well.
- This replaces Stun points in VC as well maybe?
On the Hero’s turn…
Strengthened Attempts
- Heroes may spend Breath, 1:1 to increase their Attempts
When the Hero is being attacked…
Dodge or Block
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When a hero is being attacked, they may Dodge the attack and take no damage by spending Breath to raise the Target, 1:1. They must spend at least as much as the value of their Armor in order to Dodge.
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When a hero is being attacked, they may Block the attack. All damage done is dealt to Breath before it is dealt to Heart.
What do you guys think?