Movement in Combat
Posted: Thu 17 Nov 2022, 02:35
I like using maps for pretty much any game I run, and TOR's no exception. I like the combat as it is, but I've been trying to think of ways to set up some kind of movement system for it. Not necessarily super tactical, but something like combat zones from something like Fate, Shadow of the Demon Lord, or older D&D, a loose way of keeping track of where everyone is that adds some more strategy to fights.
I've made up a system for my game, but haven't had the chance to test it yet. Critique or suggestions welcome.
Anyone tried anything like this for their own games? Any advice?
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If positioning and distance need to be tracked for a specific battle, abstract zones will be used instead of precise measurements, depending on the environment the fight takes place in.
For example, an ambush along a forest road may have three large zones: the road itself and the treeline on either side. A fight in a forgotten Dwarven crypt may have several smaller zones dividing the room, such as the main chamber, the vicinity of the burial tomb itself, and the crypt's entrances.
Zones may be added or removed based on the circumstances; a burning inn may have its zones slowly become impassable, while a chase into the treeline may soon open up to many zones of forested areas.
Attacking: All characters may make close-quarters (melee) attacks against any targets they can see within their zone.
Ranged attacks may be made within the same zone or at further distances, but a character must be in a Rearward stance to do so. If there are enemies within the character's zone, they may only take a Rearward stance if at least two other friendly characters are fighting in close-combat (melee) stances within the same zone.
Objects and terrain may apply penalties to both attackers and defenders.
Movement: Characters may move between adjacent zones with a Main action. Obstacles, long distances, or difficult terrain may require additional actions to move across, or impose other penalties, such as having to climb or swim with a Skill roll.
Characters can typically move anywhere within a zone freely; it is assumed characters are always somewhat mobile, trying to outflank their foes or dodge their strikes. Certain types of terrain or obstacles may still require a Secondary action or Skill roll for movement.
If a character exits a zone while engaged in close-quarters combat, d3 foes in that zone may make free attacks against them with a 1d bonus. One Success icon per target may be spent to prevent them from being able to leave the zone, halting their movement. If a character moves multiple zones, this only applies to the first zone they exit.
Mounted characters, or especially large or agile creatures, may be able to traverse multiple zones without incurring free attacks; alternatively, such creatures may be greatly hindrered by certain types of terrain or cramped quarters.
Stances: Each Stance can affect movement in different ways:
Open & Forward Stances: Player-heroes may use both a Main or Secondary action to move one zone, up to two zones in total (a "rush"). They may also make a melee attack in the same turn (a "charge"); if they do so, their Parry rating is reduced by their Load rating until the start of their next turn, to a minimum of 0. An Adversary's Parry is halved, rounding down.
Defensive Stance: When a Player-hero makes a successful attack roll, instead of inflicting damage, they may move to an adjacent zone without provoking any free attacks. Player-heroes may make a free attack against the first foe that enters or leaves their zone with a 1d bonus.
Rearward Stance: When a Player-hero makes a ranged attack roll, they may attempt to "skirmish", repositioning themselves quickly. Make the attack roll with a 1d penalty; regardless of the outcome, move to an adjacent zone as a Secondary action without provoking any free attacks.
I've made up a system for my game, but haven't had the chance to test it yet. Critique or suggestions welcome.
Anyone tried anything like this for their own games? Any advice?
-----------------------------------------------
If positioning and distance need to be tracked for a specific battle, abstract zones will be used instead of precise measurements, depending on the environment the fight takes place in.
For example, an ambush along a forest road may have three large zones: the road itself and the treeline on either side. A fight in a forgotten Dwarven crypt may have several smaller zones dividing the room, such as the main chamber, the vicinity of the burial tomb itself, and the crypt's entrances.
Zones may be added or removed based on the circumstances; a burning inn may have its zones slowly become impassable, while a chase into the treeline may soon open up to many zones of forested areas.
Attacking: All characters may make close-quarters (melee) attacks against any targets they can see within their zone.
Ranged attacks may be made within the same zone or at further distances, but a character must be in a Rearward stance to do so. If there are enemies within the character's zone, they may only take a Rearward stance if at least two other friendly characters are fighting in close-combat (melee) stances within the same zone.
Objects and terrain may apply penalties to both attackers and defenders.
Movement: Characters may move between adjacent zones with a Main action. Obstacles, long distances, or difficult terrain may require additional actions to move across, or impose other penalties, such as having to climb or swim with a Skill roll.
Characters can typically move anywhere within a zone freely; it is assumed characters are always somewhat mobile, trying to outflank their foes or dodge their strikes. Certain types of terrain or obstacles may still require a Secondary action or Skill roll for movement.
If a character exits a zone while engaged in close-quarters combat, d3 foes in that zone may make free attacks against them with a 1d bonus. One Success icon per target may be spent to prevent them from being able to leave the zone, halting their movement. If a character moves multiple zones, this only applies to the first zone they exit.
Mounted characters, or especially large or agile creatures, may be able to traverse multiple zones without incurring free attacks; alternatively, such creatures may be greatly hindrered by certain types of terrain or cramped quarters.
Stances: Each Stance can affect movement in different ways:
Open & Forward Stances: Player-heroes may use both a Main or Secondary action to move one zone, up to two zones in total (a "rush"). They may also make a melee attack in the same turn (a "charge"); if they do so, their Parry rating is reduced by their Load rating until the start of their next turn, to a minimum of 0. An Adversary's Parry is halved, rounding down.
Defensive Stance: When a Player-hero makes a successful attack roll, instead of inflicting damage, they may move to an adjacent zone without provoking any free attacks. Player-heroes may make a free attack against the first foe that enters or leaves their zone with a 1d bonus.
Rearward Stance: When a Player-hero makes a ranged attack roll, they may attempt to "skirmish", repositioning themselves quickly. Make the attack roll with a 1d penalty; regardless of the outcome, move to an adjacent zone as a Secondary action without provoking any free attacks.