Combat
Example in the Entropic Gaming System
Last post we
walked through a sample of character generation, creating the generic fantasy
wizard Aston Kormak, as follows:
Aston Kormak
Background: human male
Archetype: Sorcerer; Weird Concept: Sorcerer
CHA D6, DEX D6, INT D10, PER D8, PSY D10, SPT D6, STR D8, VIT D6
CA: 3, Defense 7, Health 14, Hero Pts 3, Init 14, Speed 30
Language: common
Skills: Awareness D8, Husbandry D4,
Melee D6, Performing (scribe) D8, Resist D8, Streetwise D4, Arcana D10
Skill Combinations: Insight, Parry,
Questioning, Willpower
Qualities:
Enemy-he’s got someone he pissed off in
his life. I’m going to say it’s his mother, from whom he is estranged; she’s a
sort of Maleficent type and he ran away from her to avoid being sucked into her
dark cult to the Old Ones. When the enemy rears its ugly head he could get a
hero point.
Geomancer-Aston can apply this when he
uses elemental magic in arcane mastery. His aptitude for geomancy is why he
fled his mother’s control to avoid becoming a necromancer.
Weird Quality-Sorcerer Concept
Horse Whisperer-Aston gets along well
with horses, and has a knack for calming them down, although he’s never learned
how to ride well.
Devilish Rogue-Aston has a natural way
with women and tends to pursue attractive ladies although he has little social
prowess due to the years his mother kept him locked away.
Weird Talent: Sorcery; INT based,
Arcana; 30 WPs
Spell Talents: Abjure, Animate, Burst,
Elemental Manipulation, Earth
Equipment: shortsword (4 dmg), leather
armor (2 pts), adventurer’s kit, 200 gold
Aston’s
basically marginally competent with a shortsword, but his real talent is in
emitting murderous elemental blasts. He needs a buddy, methinks…enter Atanadyr,
an elven blademaster whom accompanies Aston on his journeys:
Atanadyr
Background: elven male
Archetype: Scout
CHA D8, DEX D12 INT D6, PER D8, PSY D6, SPT D6, STR D4, VIT D6
CA: 3, Defense 10, Health 10, Hero Pts 3, Init 28, Speed 35
Language: common, elven
Skills: Acrobatics D8, Athletics D6, Awareness
D6, Fighting D10, Ranged D8, Stealth D8, Tracking D6
Elven Traits: Athletic (D6 base), quick
(35 feet movement), low light vision
Qualities: Ambidextrous, Lightning
Quick Reflexes
Equipment: scimitar (4 dmg; parry +2),
leather armor (2 pts), bow (4 damage), adventurer’s kit, quiver with 40 arrows,
30 gold
Atanadyr is
an elf, so he only gets 2 qualities but he receives Athletics at D6, a movement
of 35 feet and low light vision to off-set the difference. He’s trained to be a
ferocious dexterity fighter….and here’s why: in EGS single-handed melee weapons
go off of dexterity, and two-handed weapons rely on strength. You’re damage
totals are static, unless you crit, in which case you can add a D4 to damage.
Atanadyr, in short, doesn’t need a high strength to be an effective fighter in
EGS.
Combat in
EGS gets even weirder in some areas, and takes on a distinct simulationist feel
apart from typical D&D games or even other systems like Savage Worlds. For
one thing, armor can lose effectiveness during combat….when you get hit armor
value goes down and stays down until the character can fix his armor after
battle. There are some optional rules in EGS Core on how to handle this to suit
to taste, but for this combat example we’re using the default rules in the book
as presented.
In any case,
armor doesn’t matter so much if you can dodge quickly, parry well, and get the
initiative. I’ve added dodge and parry totals as well as attack values for
reference on both characters here:
Aston Kormak:
Defensive: passive Defense 7, health
14, torso armor 2 AV, active Dodge D6 (due to lack of training), Parry D8+D6
(he can use STR plus melee for parrying). His initiative is 14.
Offensive: Short sword (Attack Roll is
2D6, one for DEX and one for melee skill), damage 4; Burst (basically he can
spew an elemental cone; this does 1 point of damage per magnitude to a 15 foot
cone area, and each point of magnitude costs 1 WP; additional magnitude
increases cost but can affect the area of the spell).
Atanadyr:
Defensive: passive Defense 10, health
10, torso armor 2 AV, active Dodge D12+D8, Parry D12+D10 (he’s damned good; and
gets a +2 with the scimitar as well).
His initiative is 28!!!
Offensive: scimitar (Attack Roll is
D12+D10), Damage 4, and Parry is at +2. He’s got a bow too (D12+D8 attack, 4
damage, 1 fire per action).
While
traveling through the countryside Aston and Atanadyr are accosted by four
goblins. The goblins are Brig, Snig, Flurd and Dogbeater…Dogbeater is a goblin
champion, while the other three are goblin warriors (minions). In EGS, minions
have half the health of a normal monster. Their stats are derived from the
goblins in the core rules, but here’s a summar of their combat stats:
Goblin Champion Dogbeater:
Defensive: passive Defense 8, health
16, Init 18, torso armor AV 4, Active Dodge 2D8, active Parry 2D8
Offensive: he fights with two weapons,
and gets a free off-hand attack or parry because of it. He’s got a shamshir
(2D8 to attack, 5 damage) and a flanged mace (2D8 attack and 4 damage). Ouch!
Goblin Warrior Minions Brig, Snig, and Flurd:
Defensive: passive Defense 8, health 5
(quite a contrast), Init 20, torso armor AV 2, Active Dodge 1D8+1D6, active
Parry 1D8+1D6
Offensive: they have short swords with
gut hooks (attack is 1D8+1D6; 4 damage).
Three goblin
warriors and one goblin champion are actually a brutally unfair fight for two
brand-spanking new adventurers in EGS. However, I really like seeing how unfair
fights go in new systems, so we’ll just assume that the GM for this session is
a wanton drunkard who is randomly throwing deadly stuff at his poor newb
adventurers for the hell of it.
Dogbeater
and his buddies emerge from the underbrush about 20 feet in front of the two
travelers demanding coin. “Give us all your money, elf and human. And we’ll
leave you alone.”
Atanadyr is
incensed and goes for his weapons. Aston’s never actually fought something
other than his mother’s minions before, but fortunately those were all goblins
so he’s got no issue reaching for his weapon, either…..!
Combat in
EGS like most game systems made since 2000 works in 6 second increments (plus
or minus). Initiative is static, so we have the order of combat already:
Atanadyr
(28)
Goblin
Warriors (20)
Dodgbeater
(16)
Aston (14)
…sucks to be
Aston.
Since
everyone has 3 combat actions each round, Atanadyr goes first, spending one
action to draw his bow, then two to fire off quick shots (1 arrow per action).
Ranged attacks with the bow are really good for Atanadyr: he rolls 1D12+1D8 for
his attacks thanks to his dexterity and Ranged shooting skill. Rolling he gets
a 10 and a 3, for a 13. That will hit any passive Defense on the goblins,
easily. As it happens, each goblin expends an action to dodge, so they roll
active defenses each (1D8+1D6) for a 8+2 (10) and 1+3 (4) respectively….abysmal!
Both are hit.
The arrows
each do 4 points of damage. The goblin warriors each have 2 points of
protection for leather armor, which defaults to the torso since no called shots
were made. Here’s where it gets interesting: the armor is damaged/reduced by 2
for the remainder of the combat in that area, and 2 additional points go to the
health of each goblin. So Brig and Snig are now at 3 health each. However….Atanadyr’s
player is concerned that they are still tough enough to do harm in numbers, so
he asks the GM if the dodging goblins popped his lighting quick reflexes. The
GM says sure, why not as he swills down another shot og gin and so Atanadyr
burns a hero point to add 1D4 damage to one total total. He rolls a 4! One of
the goblins took an extra 4 and so Snig is down and dying.
As a free
action Snig grabs Brig by the pant cuff and reminds him to feed his cats back
at the cave before passing out.
Next up is
the goblin warriors. Dogbeater yells a charge (free action to speak) so the
warriors charge at the obvious threat: Atanadyr! They have no idea what Aston
is capable of.
Each goblin
can close 30 feet and attack on a charge (2 actions). Brig has no third action having used it to
dodge last round, but Flurd does. A charge grants +2 to attacks and +2 to damage,
so this could be ugly. They both roll to hit (1D8+1D6): 4+1+2 for the charge (7)
and 7+3+2 (12). Atanadyr burned his CAs this round so no active dodge is
possible, but his passive dodge (10) means he avoids the first blow but the
second connects. Flurd deals 6 damage (4 plus charge bonus) against Atanadyr,
who has 2 points of armor to absorb the blow, now reducing his active armor
defense to zero. He takes 2 wounds, reducing his health to 6. When he hits 5 or
lower he is at -2 to on actions due to the wound.
Flurd saves
his last CA in case he needs to dodge or parry, but in the meantime Dogbeater charges
and decides to finish the elf off. Dogbeater is a real bastard, so this doesn’t
look great for the elf: he attacks twice, with a talent granting him an off
attack. He rolls twice (2D8 each):
getting a 1+3+2 (7) and a 6+3+2 (11)…remember, he’s also charging. One of
the blows will connect! Flurd does 4+2 (6) with the flanged mace…..the elf’s
armor has been reduced already by the first attack. Atanadyr is at 0 at the end
of this assault, meaning he is dying; Atanadyr drops….or does he? His player
burns a hero point to roll his Vitality and use the roll to soak that much
damage! He rolls a D6 and gets a 3…meaning he took only 3 damage instead of 6; he’s
at 3 health, a wounded state.
Aston is
horrified…and unsure what his best course of action is. He can hit both goblins
with his burst cone attack (icy cold or fire) but he’ll catch his ally in the
area of effect. He can catch one or two goblins in a side strike, avoiding his
ally, but the third will surely cut him down…Aston decides to hit them hard,
and hope Atanadyr doesn’t die. He also asks if his familiarity with Geomancy
will give him an immediate hero point….the GM says what the hell, knocking down
another one. Great!
Aston spends
4 WP (weird points) to boost his Icy Burst up, and hits a 15 foot area catching
all three goblins plus Atanadyr. He has to roll to succeed (INT plus Arcana of
2D10) rolling 3+1 (4). Ooooh not good. Luckily
the GM allowed the hero point for geomancy, so he rolls a bonus D6 (taking that
option) and gets a 6….yay! So his total is 10. The goblins have to dodge, but
Brig is out of actions so it goes against his passive Defense of 8, so Flurd
gets a 6+3 (9) and Dogbeater gets a 8+5 (13). Not good…Aston will not hit all
three. He remembers he has 3 hero points, his normal pool. You can spend these
as often as you like or even all at once….so he decides that the drunkard GM is
out to get him, but he’ll show who’s boss! He burns one, this time for a +3 to
his attack making it 13, which means he even hits Dogbeater. Then he burns a
second for a +1D4 damage and rolls 2...not good enough! He burns his final hero
point for another damage bonus, rolling 3 this time….close enough. His effect
deals 9 damage total.
Brig is
toast (dropping from 3 to -6), while Flurd loses his armor first (2 pts) then
drops to -1 health. Dogbeater has 4 armor so he takes 5 damage from his full
health, reducing him to 11. Atanadyr would be lying otherwise dead on the
ground (too much damage for him to survive) but his player burns a second hero
point to roll Vitality again and gets a 3 again, reducing the blast effect from
9 to 6 for him; he is dying at -3 instead. Atanadyr’s character also decides,
what the hell, and burns his last hero point for one more effect to stabilize
himself, which also brings him to -2 health.
The next
round starts. Three goblins are dead, Atanadyr’s lying unconscious on the
ground, and its Dogbeater vs. Aston Kormak.
Dogbeater
goes first: he closes on Aston and takes two wacks. He rolls 2D8 for each attack,
getting 1+1 (2) on the first roll….a critical fumble by the rules….! In EGS a
critical fumble is when you roll the same number on the dice and it still fails
(so 2+2 would have failed as well, as would 3+3, at least in this case). A
critical success happens when you hit and roll doubles…or roll max on all dice.
No one’s got that sort of luck here. The GM decides to grant a free her point
to Aston to use on his round against Dogbeater and declades Dogeater’s second
attack was interrupted when he lodged his cleaver in the ground.
Aston goes.
He asks if Dogbeater closing on him meant he can target the goblin without
hitting Atanadyr, and the GM shrugs nonchalantly, spilling some rum on the map.
Great!
Aston fuels
his Burst with as much as he dares: 15 WP to power up a major blast. He spends
the free hero point to get a +1D6 on the attack roll. He rolls his INT+Arcana
and gets 6+3 (9) and then adds 4 for the hero point die (13). Dogbeater tries
to dodge and rolls 2D8, getting 5 and 3 (8). He didn’t let go of his weapon
quickly enough, apparently….15 points of icy cone of cold hit him dead on. His
armor is depleted, and he had 11 health left…..Dogbeater is a goblin popsicle.
Aftermath
Now, if this
had been a fair scenario (arguably four goblin warrior minions could have been
an equal match for two heroes) it might have been possible for our intrepid duo
to survive without burning all of their hero points (and then some). He who
goes first in this system can often be very effective….if Aston, with his
ability to do up to 28 damage with a single icy blast if he so desired, had a
high initiative he could have toasted all of the goblins in one shot. There are
many optional rules in EGS, and one of them includes rolled initiative….instead
of defaulting to your die maximums, you actually roll the stats that determine
initiative. Likewise there are optional rules for rolling for damage, but the
game itself defaults to static values to speed play. One’s appreciation for static
totals can vary…..I kind of like it, but can safely say whenever I run EGS my
players will probably far prefer to roll initiative.
EGS also
locks in Combat Actions, and lets you burn them on your turn. This may sound
odd, but the reason I point this out is
because the action economy as presented is a bit like Legend and D&D, as
done. Combat Actions in Legend cycle through a sequence, though (you call our
CAs in sequence by Dexterity order essentially). EGS simplifies this process
and locks in how many CAs everyone has….more or less. That extra free attack
the goblin champion gets is the top reason he’s so formidable: he’s dealing out
twice the damage a regular goblin can each round. He alone was worth 2 PCs in
this fight.
Like Savage
Worlds, the hero point mechanic proves to be as useful as bennies for saving
one’s butt, but more diverse in what you can spend them on. It’s a good
mechanic…and I imagine in a fair fight the PCs would have been able to hold on
to more hero points over time.
Completely random
is the critical hits and fumbles element of combat, too. No critical hit popped
in this sample battle, but if it had that would have been useful, since a
critical success grants you a hero point to use immediately. If you’ve just
hit, the logical place to stick it is in a damage bonus (+1D4 or +2, your
choice).
Another thought about the combat system is that this is a game which actively discourages combat. Anyone who's played BRP/CoC knows what I'm talking about...combat is avoided, because if you get into it, you better be faster than the other guy or you could die, quickly. EGS seems to work in that direction....it also labels itself as a strategic combat system, and that is definitely true; if the elf PC in the example had left at least one CA open for dodging, for example, he might have fared better in the first round and not had to call on hero points to stay standing. Either way....I'd have to play it a bit more to see if the tactical elements in EGS stand out from, say, Runequest 6 or Legend, which have definitely influenced EGS a bit, but also operate with somewhat larger numbers.
Another thought about the combat system is that this is a game which actively discourages combat. Anyone who's played BRP/CoC knows what I'm talking about...combat is avoided, because if you get into it, you better be faster than the other guy or you could die, quickly. EGS seems to work in that direction....it also labels itself as a strategic combat system, and that is definitely true; if the elf PC in the example had left at least one CA open for dodging, for example, he might have fared better in the first round and not had to call on hero points to stay standing. Either way....I'd have to play it a bit more to see if the tactical elements in EGS stand out from, say, Runequest 6 or Legend, which have definitely influenced EGS a bit, but also operate with somewhat larger numbers.
The weirdest
thing about the combat system is how armor depletes. Armor is presumed to be
something that gets in the way of a strike, until it actually does, and then
its not really useful anymore. The description of why this is so is the armor
gets cut/holes punched in it or otherwise is knocked out of place. The default
rules assume armor values reset when combat ends, as PCs fix their armor,
readjust, and what-not, but optional rules for armor slow down degradation and
also make it require some skill and money investment to fix as well. It’s a
weird way of dealing with armor, and something I don’t think I've ever seen
before….I suspect because the AVs, if they remained static, would lend to
longer “war of attrition” battles as sometimes is known to happen in Savage
Worlds. I’m not entirely sold on it as a
concept just yet….the principle is sound, but exploding armor pieces that fall
apart after one or two hits seem a bit unrealistic to me.
Anyway, I’m
interested in seeing how well EGS’s combat mechanics handle SF-styled high
power armor and weaponry now. Will have to check that out next….
I believe you cycle through one CA at a time, then repeat so long as anyone has CA left as you would in Runequest aside from those actions that cost 2CA at once.
ReplyDeleteAh, interesting....and that does make sense. It helps avoid blowing all your CAs at once before you find you need them later.
DeleteI suspect it also would minimize the impact of static initiative as the one at the top of the order can't 'nova' everyone right off the bat.
ReplyDeleteThe more I examine the system the more I like it it, but like you the armor handling strikes me as a tad odd, and I also completely missed criticals/fumbles until I read your overview.
A combat 'cheat sheet' will be in order whenever I manage to get this game in front of my group.
It is true; Combat Actions cycle through one at a time (unless performing an action which utilizes multiple CAs). That when you reach the end of the Combat Round, those with CAs left get to act again.
ReplyDeleteAs for the variant armor method, you don't need a skill or monetary investment to bring the armor back to its maximum. As stated in the rules for the Armor Track Variant - "The Armor Track still refreshes to its maximum value at the end of the encounter." The repairing of armor is simply another optional mechanic that can be incorporated. For epic fantasy games, I suggest using the Armor Track Variant for PCs where the armor degrades with each attack instead of just ticking off the entire armor track in a single hit. However, it still resets to its maximum value at the end of the encounter.
Thanks again for his great write-up!