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Continuing from last week's talk of Certainty, I have
a very basic combat system you could bolt onto it. Hugely inspired by Skorne, which has
recently received a new coat of paint.
All based on a scale of 1, 2, and 3, with those numbers doubled
if there's ingenuity or a sacrifice at play.
Combat
Normal characters have 3 Wounds. At 0 Wounds they are
incapacitated. Below 0 Wounds they are dead.
Enemies always act before the players, but the players get a
chance to react before it hits. Damage occurs simultaneously.
Damage, Armour & Healing
All three operate on the same scale.
1: Light 2: Heavy 3: Magical
Particular ingenuity or sacrifice doubles the damage of an
attack.
Armour absorbs damage from incoming attacks. Heavy armour is
awkward, and magical armour always comes with some sort of catch.
Light healing is a day or night of rest. Heavy Healing is
professional treatment. Magical always comes with a catch.
Example Monster - THE PIT LEGION
- The legion grows a new twisted body (3W) each time a soldier dies with fear in their heart. They fear death more than anything.
- Their blades and arrows bite (2D) with barbs that prevent natural healing.
- Their armour and shields (2A) are dull with rust and mud. After death, they are reborn in The Pit, stronger and scarred.
Could you provide an example of combat? Specifically how you would play out a mismatch in light damage versus magic armor.
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