Showing posts with label combat example. Show all posts
Showing posts with label combat example. Show all posts

Thursday, August 27, 2015

Fantasy AGE: Pelayo the Warrior vs. an Orc

I've got a habit of stress-testing low level characters in what some might call an unfair manner (just ask my players) so this time around we're going to check out the basics of Fantasy AGE combat by taking our fighter rolled up in the last blog (Pelayo) and pitting him against a single orc. With a pie. Also, a rusty maul so he's not gonna give the pie up easily.

Pelayo's stats for reference:



Pelayo
Human male warrior (outcast wanderer)
Health 36; Defense 14; AR 4 (leather); Speed 12

1 Accuracy (focus: brawling)
0 Communication
4 Constitution (focus: stamina)
2 Dexterity (Focus: riding)
4 Fighting
1 Intelligence
1 Perception
2 Strength
0 Willpower

Languages: common
Weapon and Armor Skills: brawling weapons, axes, bows, spears
Warrior Talents: Archery (novice), weapon and shield (novice)

Equipment: backpack, clothes, water skin, heavy leather armor (AR 4), throwing axe (1D6+2+strength damage), battle axe (2D6+strength damage), long bow (1D6+3+perception damage), quiver with 20 arrows, and a medium shield (+2 bonus)

Goals: seek out fortune, slay the ogre king who killed father, become a prince among men
Ties: owes money to the crime lord Bossadan of Aelghast


The orc is on page 111 of the Fantasy AGE rulebook. He's a tough hombre, and can deal 2D6+3 damage with his battle axe. He's got 30 health, Defense 10 and AR 5.

Setup: assuming the orc lives in a small room of about ten feet by ten feet, standing in the middle with his pie, then when Pelayo kicks the door down the orc is not all that shocked since Pelayo has no stealth talent whatsoever.

FAGE uses static initiative (as most games after 2000 are prone to doing), and you figure initiative by rolling 3D6+dexterity. For the orc that's a straight 3D6, but for Pelayo that's 3D6+2. Everyone rolls for initiative and we get 8 for the orc and 15 for Pelayo. score! Pelayo goes first.

The FAGE action economy is simple: you can do one major and one minor action in a round, or two minor actions (and no major). Moving (walking) is a minor action but running is a major action. Regular and full attacks are generally major actions but conditional attacks (such as prepare or press the attack) are not. As it happens, readying a weapon is a minor action....the player would argue that he's been walking around the dungeon with axe and shield ready, but the GM wants to know how he can see then....so the player calls for a minor ready action to drop the torch and ready his axe; the GM will be nice and assume the shield was already readied.

For his follow-up action it seems prudent to wait (prepare action) and strike if the orc approaches....walking up to him now will leave Pelayo open to retaliation by the orc. The prepare action lets you prep a major action (for the cost of a minor, apparently) that triggers by the end of the round or just before someone else's later action. Okay then.

The orc goes. He readies his mace and the GM makes a quick difficulty 11 intelligence test to see if he's smart enough to wait for Pelayo to close or if he moves over to the warrior. We roll a 15! The orc stands firm, maul in hand.

Next round Pelayo loses patience and closes the gap with a charge for a +1 to his damage. Because a prepare action triggers by the start of your next round the orc can still strike! He must do so prior to Pelayo executing his attack, so the orc makes an attack roll: he rolls 3D6, gets +2 for his fighting score, another +2 for his focus on bludgeoning weapons, for a +4 total modifier. He rolls a 14 for a total of 18...much better than Pelayo's Defense of 14! Worse yet, he rolled doubles for a 5 and 5....a stunt triggers! The stunt die shows a 5, so that means the orc gets 5 stunt points. The GM elects that the orc spends 2 points to attempt a disarm and another 3 for a lighting attack (a second attack). These are two of 15 options in FAGE.

First the orc and Pelayo make opposed attack rolls for the disarm. The orc rolls 3D6+4 for 15 and Pelayo gets 3D6+4 (thank goodness for that high fighting score) for 19. He does not lose his axe!

Second the orc makes his second lightning strike, getting a total of 16, another hit. Even if he had rolled doubles a second attack triggered by a stunt does not lead to more possible stunts. He has now landed two hits on Pelayo and rolls 2D6+3 twice for damage, getting 7 and 7 damage on each...kinda low. Pelayo can soak 4 AR from each so he takes only 6 health damage total, dropping from 36 health to 30.

Now it's Pelayo's turn. He strikes, rolling 3D6 and adding his fighting score (no focus unfortunately) getting 18 total...well over the orc's defense. He rolls 2D6+2 for damage, dealing 12 points (with the charge bonus) against the orc's health of 30 and AR of 5, dropping him to 23 health after armor.

Now it's the orc's turn (remember, his earlier attack was from a ready stance provoked by Pelayo's impatience). The orc does an All-Out Attack to get a +1 to damage and a -1 to Defense. He rolls a total of 15, hitting Pelayo and also rolling double 4's, but a stunt die of 3. He burns all 3 SPs in another lightning attack, rolling a total of 17 for his follow-up attack and dealing two blows totalling 11 and 13 damage each! Pelayo takes 16 damage....ouch. Pelayo now has 14 health.

Starting the third round Pelayo tries for an All-Out Attack as well hoping to get lucky. He rolls to hit and gets a middling 10, which still hits the orc's reduced defense of 9, but good news! He rolled double ones and a stunt die of 4. He spends 2 on a mighty blow to add +1D6 damage to the attack and another 2 to try and disarm the orc. The damage total is now 15, so 10 points get through to reduce the orc to 14 health.

The disarm is a contested attack roll: Pelayo gets 18 and this time the orc rolls a total of 9....he's disarmed! The stunt indicates that the weapon is knocked 1D6+strength distance in yards away. The player rolls 4 yards. The orc panics!

Pelayo still has a minor action so he decides to Press The Attack, which means if the orc moves away from him he follows immediately; this minor action requires an adjacent target that you've already injured...the orc fits the bill.

The orc's turn is up for round three: he does indeed run over to grab his maul, using a minor move action to move 4 yards, then another minor move to ready his dropped weapon.

On round four Pelayo has a decided advantage since the orc lost an attack opportunity rearming himself. Pelayo pushes for another All Out Attack, rolling a normal 11 to hit but dealing 12 damage. The orc is now down to 7 health....

The orc retaliates, making a normal attack, rolling a 16 and connecting once more with Pelayo's 13 Defense (reduced due to All Out Attack). He rolls 11 damage, of which 7 gets through to drop Pelayo to 7 health....they are both equally battered and bloody it would seem.

Pelayo makes one more push to slay the orc before he perishes first: he rolls another All Out Attack for a hit total of 12, still enough to hit the orc. He deals 13 more damage, dealing 6 points after armor. The orc has 1 health!

The player still has a minor action and asks the GM if he can make a threatening "Yield!" noise at the orc. The GM assents, figuring this is a contested roll...orc's willpower (1) vs. Pelayo's strength (for intimidation) of 2. The orc rolls 15...not bad! Miraculously Pelayo rolls 16 so might makes right. The orc relents, dropping the pie before Pelayo and running off.

Interestingly, stunt points work for social and exploration encounters, too. Pelayo's roll was actually two 6's with the stunt die being a 6, so he technically has 6 SPs to spend on a social stunt. The GM has granted success to Pelayo already, but with his SPs he could have probably swayed a crowd of orcs to hand over their pies.

If that last roll the orc made had been an attack instead, it could have connected and the orc may well have dealt 11 damage, enough to kill Pelayo...so lucky Pelayo, eh?

Observations:

Level 1 fights are hard. One orc is enough to kill one warrior 50% of the time. Keep this in mind when designing adventures for FAGE....the system is not built to assume low level PCs are combat monsters at this stage in life.

Health totals are sufficiently high that no one is likely to drop in less than 2-3 blows. I can see how being ganged up on by several foes could be a quick death.

Getting stunts is easier than it looks as a chance of doubles on three dice isn't bad....but if you get unlucky for a stretch I can see this being a source of intense frustration for some; it seems to me a trigger mechanic, some sort of "hero point" system which lets you force a stunt every now and then would be both useful and help swing balance to the players in terms of who suffers most for stunts. Unless monsters don't prompt stunts, and I've just missed that factoid.

Pelayo at level 20


Friday, April 3, 2015

Mutants & Marvels: Combat!

 When we left off we were making a new character in Mutants & Marvels….or rather I was making an old character from long ago and updating him to 2015. Here’s Dan Carver, alias the Arbalest, in his current guise as Agent 13 for the Nil Group:


Arbalest
Alias Dan Carver, alias Agent 13
Former sidekick, former rogue vigilante, current agent of Nil Group
Fighting remarkable (+4), Agility incredible (+6), Strength remarkable (+4), Endurance incredible (+6), Reason typical (+0), Intuition good (+1), Psyche good (+1)
Resources: remarkable (+4)
Powers: Armor +3, Hardened Fists +1, Regeneration +2
Skills: Martial Arts, Lethal +5, Firearms/Bows +7, Investigation +2
Contact: Nil Group
Weapon: arbalest (+3 damage, range 100’, skilled, lethal)

Combat in M&M is only two pages long. Think about that for a moment. You know with certainty you’re in OSR territory when combat takes only two pages. M&M is a game which expects a certain amount of reason on the part of both the GM and the players….and as long as the answer to a problem makes sense within the range of ranks and abilities of the game you should be able to find it.

To demonstrate combat we’re going to quickly roll up an equivalent foe for Arbalest. In this case, I’m going to make The Demon, Arbalest’s own “Doc Oc” if you will….

Allan Drake, alias the Demon, was a criminal who stole a super-serum from a more prestigious villain in the mid-eighties and after gaining both super powers and madness from imbibing he spent several years on a real tear before he was finally incarcerated. Away from his serum Allan began to deteriorate rapidly though sanity also returned to him….therapy in prison did not help. In 2008 at age 51 he was freed when a jail bust for the supercriminal Ravener took place, and Allan made for one of his secret lairs where he knew he still had serum, only to discover that most of it had gone bad….he created a new batch, but something wasn’t quite right….the madness and strength returned, but it felt like he was burning out even faster. The Demon built a power suit from his old equipment, and began a lengthy quest to hunt down the man who put him in prison: Arbalest. He’d seen Arbalest on television, and he looked younger than ever….if he could get a sample of his blood, he could recreate the old serum, he theorized, and make himself revitalized again….

Demon’s stats are:

The Demon
Alias Allan Drake
Fighting remarkable (+4), Agility excellent (+2), Strength incredible (+6), Endurance incredible (+6), Reason excellent (+2), Intuition typical (+0), Psyche typical (+0)
Resources: good (+1) – hidden safehouse base
Powers: super strength, super endurance, Regeneration +1
Power Package: Demon Suit Rank 6 (Energy Blast +6, Armor +2, Flight +2) – Demon wears this batlike suit of armor which he constructed from other gadgets he had stolen long ago.
Gauntlets: Claws +4 – these retractable gauntlets let him extend long wicked looking blades for lethal damage.
Skills: Martial Arts, Lethal +5, Inventor +3
Contact: an old mob connection for contract hits



The Demon’s  thing is his strength and regeneration. His suit makes him tougher and lets him fly; he cobbled it together from a glider weapon he stole a long time ago (similar to the one used by Hobgoblin in the Marvelverse).

The Demon has arranged to be on an exchange of Mutant Growth Hormone being sold at the warehouses down by the docks in Liberty City. He asked his contact to get word out to the right snitches, hoping to bait Arbalest into appearing. Arbalest, as Agent 13, took interest….especially after his Nil Group contact informed him that The Demon was a target and needed to be brought in.

The Demon makes himself obvious, and has about a dozen goons he hired to patrol the warehouse and alert him when Arbalest is spotted….half a dozen are overseeing the actual job of exchanging cash for the MGH. The goons look like this:

Demon’s Goons:
Fighting +2 Agility +1 Strength +1 Endurance +1 Reason 0 Intuition 0 Psyche 0
Skills: Firearms +2
Armor: +3 (bullet-proof vest)
Weapon: large handgun (+4 damage, range 100’, skilled and lethal)

We’ll assume Arbalest covertly reconnoitered the warehouse and dispatched a half-dozen guards and then moved in before the next one could call. From a high perch at a window overlooking the cluttered warehouse floor he sees the Demon and his men making the exchange. The seller is a panicky fellow with no interest in fighting.

Since The Demon is looking out for Arbalest, and Arbalest is trying to gain an edge, the GM declares that Arbalest should roll an Agility check for stealth and the Demon should roll an Intuition check to notice him….high roll wins surprise. Arbalest rolls a 15+6 for 21, and Demon gets a 19+0 for 19….Arbalest has the drop on him! For our example we assume a DC (difficulty class) of 10 for the goons, so they are clueless.

In M&M there is apparently no surprise rule, so this is the point where a 3.5 D20 era player might panic….but don’t! It’s a system that’s meant to be played fast and loose, within the structure of the rank system, so this is easy. The GM rules that Arbalest can take an action before he is spotted and actual rounds of combat begin.  

Arbalest decides that one-shotting The Demon is probably not going to happen….but he’ll never get a better chance than now to get the drop on him. The GM decides an unaware Demon defaults to 10 for his “roll” on Agility to defend…..so his passive defense is 11. Arblaest rolls an attack and gets 16+7 for his ranged skill, totaling 23…a nice hit. Demon immediately has to make a damage save. This is based on a DC of 12 plus the difference between the attacker’s successful roll and the target’s failed defense roll….in this case 12, so the DC is 24, as well as +3 for the weapon damage so DC 27. But….there’s a problem…

M&M doesn’t actually tell you what a Damage Save is (that I could find), just when to roll it and how to figure the DC. At this point I am inferring from other stat blocks in the book that a Damage Save is based off of Endurance and adds in any relevant power defense such as armor (also, regeneration says to add it in), because that makes sense, but it would be nice if the rules actually explained it a bit (also, some surprise rules….and attacking two or more opponents….more on this later). If this is correct, then the Demon would roll D20+9 for his damage save: he gets a 9+9 for 18, a failure. He takes 1 level of damage for every 3 he fails by….3 levels in this case. Ouch! That puts him at “stunned” on the damage track….he can’t act for the next round, and when he snaps out of it he is in an “injured” state with -4 to all rolls until he makes a proper recovery.

Now regular combat begins. Initiative is a D20 with Agility ranks added. You can play with static initiative or re-roll every round; for our purposes we’ll stick with static initiative. Here’s what we get (rolling for the Demon even though he’s currently stunned this round):

Arbalest 8+6 (14)
The Demon 10+2 (12)
Goons 3+1 (4)

Sucks to be the goons!

At the beginning of each new round an injured character gets a recovery save. Demon is injured already and this is a new round, so we check: DC is 15 plus 2 per health lost, and Demon is down 3 so his DC is 21. He rolls 11+7 (including regeneration) for 18….failure (if he had made it, every 3 over the target recovers a health).

On Arbalest’s round he decides to take The Demon out, figuring the goons will flee if the boss drops. He shoots, rolling a total of 8+7 for 15 this time. The GM figures that the Demon’s passive Agility was 11, but now he’s stunned and injured (which makes all rolls a -4) so he’s at 7 for defense now…a hit. The damage save would be DC 20 this time. Demon rolls 13+8 (endurance and armor) but -4 (injured and stunned) so 17….missed it by 3, so he takes another wound. Wow…..quite a contrast from the EGS fight! Demon is now unconscious. (For the record, the final two steps are disabled and dying).

The GM decides that the Demon’s got a safety feature in his armor suit: it powers up and flies on autopilot to his safehouse when it detects that he is unconscious. It will wait one round before doing this, though.

The goons are in a panic, so they open fire on Arbalest. There are some rules in the book for multiple foes on one target, but it’s aimed at en masse melee fighting, not ranged gunplay. The goons each roll a D20+2 for their firearms skill, and we’re assuming Arbalest is within 100 feet. It’s a cluttered warehouse so the GM could say Arbalest has a cover advantage, maybe +2, but there are no specific guidelines in M&M on combat modifiers so that sounds as good as anything.  Anyway, the six goons roll (totals) of 19, 4, 21, 11, 9 and 15. Arbalest gets six Agility rolls to dodge. His totals are: 14, 12, 8, 22, 16 and 22. He is hit by the first and third bullets….

Damage Save time for Arbalest: He needs a DC 21 and DC 29 against the two handgun shots that hit. These are lethal! Arbalest has Endurance +6, armor +3 and regeneration +2 for a bonus of +11 on his soak. He rolls a total of 26 and 18. The first one grazes him, not even a real wound. The second one hits dead center: 3 wounds, meaning he is also stunned this round. Ouch!

The goons close in. Characters typically move 30 feet in a round, so assuming Arbalest was 80 feet away the goons are about 50 feet away at the end of the round. He really needs to make a recovery roll….

Round Two.

Demon attempts a Recovery, rolling 11 against a DC 23 for 4 wounds….he’s out. Arbalest rolls Recovery (6 for endurance and 3 for regeneration)  getting a total of 13 against DC 21 for 3 wounds….he’s still stunned this round then.

The goons realize they have an edge on Arbalest, and close another 30 feet while shooting at the injured hero. One goon, named Mario Gastoni, slides away from the pack and moves over to the demon, realizing that anyone could be in that suit…..only to see the suit fire up and rocket off through the roof.

The other five fire at Arbalest: they roll 7, 4, 16, 4, 12. The GM applies the same logic to Arbalest as an injured, stunned opponent with passive defense: 10-4 plus Agility +6 totalling DC 12. Somehow only two of them hit this time. The Damage Saves are 16 and 12 respectively….Arbalest rolls D20+11 for each getting 21 and 20….he soaks it, piece of cake.

Round Three.

Arbalest will get up this round from his stun, but everyone still gets a recovery roll: Arbalest rolls an 18 vs. DC 21…no recovery. The Demon, currently on an automated flight path home, rolls 18…still unconscious.

Arbalest shakes off the stun and is now able to act, but at -4 on all rolls. He targets the closest goon to him and fires, getting a total of 22. The goon tries to dodge, rolling 13….he’s hit for a difference of 9, or three wounds….he’s stunned.

The four remaining goons open fire….Mario is elsewhere, trying to run outside to see where the Demon’s power armor is taking him. The four roll well this time: 20, 17, 12 and 20! Arbalest rolls his dodges: he gets 15, 7, 23 and 20 this time….so he’s got to make a damage save against DC 17, DC 22, and DC 12. He rolls his D20+11 for each: 23, 12 and 29. Ah, cruel fate….10 points difference from the second shot means he failed by 3 more wounds, reducing him to dying.

The goons think they’ve offed Arbalest, and maybe they have! They leave, to grab the goods and run. Next round the GM has Arbalest roll a recovery once more, but with a wopping DC 27. He rolls his recovery and somehow scores a 28 (natural 20!). The kindly GM rules that he stabilizes (by RAW I think he'd be stable, just doesn't gain a health point...maybe?)….later he is found by some cops who get an ambulance and rush the vigilante to the hospital.

Aftermath

Wow! I see a trend here. Admittedly, each combat example I’m providing puts a bit more in the “foes” department than is wise for a character to handle, but given that the superhero genre is rife with villains who employ a lot of goons I was curious to see how it worked out. Had it been Arbalest vs. Demon alone with the dice rolled the villain would have gone down without a fight…..which is in itself a bit interesting. The recovery checks are brutal....tougher, I think than True20 or MnM, both of which use a similar mechanic. 

The combat system is exceptionally minimalist. It is missing rules for all sorts of stuff that we’re used to having some guidelines on, and not just in 2015…I think I’d have liked some of these rules in 1985 as well. A short chart showing sample penalties based on cover and other factors, some rules on surprise, taking out two or more foes at once (if it’s in there I couldn’t find it) would be nice, too….my first thought was, “Arbalest should split his attacks and take out all six goons” but it wouldn’t work in the RAW….or more accurately, it would require the GM to make a call and figure out a penalty without many guidelines. Also, this may be the D&D 5E in me talking, but I think an advantage/disadvantage mechanic would compliment MnM really nicely, and also help dramatically on affecting the swinginess of the D20 rolls.

The hero and villain dropping was interesting….the recovery mechanic is nice but it’s pretty much impossible to get back on your feet without some serious endurance and modifiers if you’re down and dying. In a game with two or three allies this is okay, but a one-on-one like this demonstrated that solo heroes in the comics, under these rules, are all just one low roll away from death. In comic books characters tend to go down quickly but are rarely out, and never dying unless its a summer miniseries or big marketing event.

It would be interesting if M&M included some sort of hero point or inspiration mechanic….it would grant players some agency, such as letting them spend a hero point to automatically succeed at a recovery, or boost an attack. That would really help lend to the cinematic style of the genre M&M is aiming for.

Also, I think minion rules would be really appropriate for M&M. It talks a bit about minions (what they are) but one could easily implement a minion mechanic similar to the mooks in Feng Shui or Savage Worlds....basically one-hit wonders. It would fit M&M really well to include this, since right now even a few minions are potentially deadly to PCs. Arbalest was not really a match for six average goons with guns, for example....and I'm not sure even being epic level with 10 extra points would have necessarily saved him.

Outside of that, if you play the game straight I don’t think you’d be disappointed….especially if you're in the mood for a grimdark era Watchmanesque campaign....but be prepared for an occasional hero death!


I’ll compare and contrast with a couple other Superhero systems next: Powers (a D6-based RPG) and Icons, the cute little sidekick to Mutants & Masterminds. I’ll think about MnM. It’s a big boss of a game, and while it’s probably got all the detail I could ever want for superhero gaming, it sort of looks like drinking from a firehose full of pudding, if you catch my drift. I might also finally delve deeper into the Supers Companion for Savage Worlds.

Wednesday, April 1, 2015

Combat in the Entropic Gaming System

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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.

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….