House Rule Combat System
Posted: Sat Oct 10, 2015 10:26 pm
I've been thinking about making the combat system more to my liking, as many have. I don't really mind the system as is. My problems are common ones: when attacks per melee are unbalanced and someone doesn't get to participate, when attacks/spells take more than one action, and how does that resolve exactly? etc. To this end I have come up with slight modifications I think I like. I'm posting them here because I think they're good, but I'm not really sure 'cause I don't have a chance to play-test them at the moment. I'd love some constructive input.
I'm hoping that they run relatively smoothly, provide a little added tactical decision making (and therefore fun), and conform to the intentions of the original system. The system is written with Rifts primarily in mind, but it should work for all worlds. The system is based on the idea of 5 "phases," which is no revolution, but if anything else is the same or similar as any other system, that is totally by accident (perhaps these changes are what everyone does, but I haven't seen it, I promise).
Also, I hope that they're well enough written to be understood. They're house rules, so they don't have to be too clear 'cause the GM can explain directly, but I'd like it to be written clearly regardless and I'm not sure I've done that. I'll annotate them with my intentions below in italics. In all instances, if not explicitly stated otherwise, the RAW (RUE) apply.
Thank you for your time. I hope it's interesting enough.
5 phases per melee. Each phase represents approximately 3 seconds.
Players may choose in which phases to act. No more than one action per phase (unless character has more than 5 actions).
In any given phase, action order is based on initiative role for the melee round.
If a character has more than 5 actions, player can stack no more than one more action per phase (a maximum of 2 in a phase, limited to and by their total number of actions). If character has more than 10 actions, player can stack yet another one, and no more than one action per phase (a maximum of three in a phase, limited to and by their total number of actions). This limitation increases for every increase of 5 attacks per melee. The character can announce their desire to stack at any time before the opportunity passes. If the character has extra attacks when the round ends, and has not used them in any phase, the player cannot use more than the allowable amount in one phase (1 or 2 or 3, based on total attacks per melee) and loses the rest (new round begins).
If a character has more than one action in a phase, the subsequent action (stacked action) takes place after all other players have used their original actions in that phase according to initiative order. Subsequent actions (stacked actions) for all players follow initiative order in this way.
Movement is based on phase, not action (up to 5 phases of movement for every character regardless of actions per melee--character can move one fifth of their range per round in each phase, unless an action in any given phase prevents movement). Movement can be used alongside attacks as usual, as movement is essentially a separate action within the phase (but see below for some specific exceptions). [Even if a character has only 2 attacks per melee, they have 5 phases of movement. This is a tactical device and also gives players with low actions some proactive involvement in an entire round.]
Called shots/aiming require the usual actions to complete. A player must announce a called/aimed shot. If a called shot is taken during a phase where a character elects for stacked actions, the shot will complete on the subsequent action within the phase, or in the next phase (the player must use an action in that next phase to complete the shot, and it must be their first available action after calling the shot). Aimed called shots require three actions, and may either be completed in three phases, or within as few phases as possible given available actions of the character (the character must use three consecutive actions after calling the aimed shot--if character has more than 5 actions than completing in two phases is possible, if more than 10 actions than completing in one phase is possible---other players may still act between stacked actions as usual). Movement cannot occur in a phase that is used to begin or complete a called/aimed shot. However, if possible, players may stack other actions before or after the shot. [Here the character must make a tactical decision. They don't just say "I use two/three actions and get a bonus an advantage before anyone else can respond." The character must announce the intention, and the opponent has a chance to respond. The aimed shot is a calculated risk. It is possible for a very fast/high attack character, with the initiative over all other characters, to set up an attack by stacking a shot at the end of a phase, and finishing at the start of the next phase (before anyone has a chance to respond). My own house rule follows more closely to the RMB, where called shots only suffer a negative modifier, not an extra action, and aimed shots are only two. Otherwise it works the same way.]
Magic actions cannot be stacked with other actions or movement. Only one magic action per phase. Magic actions that take more than one action to complete will complete in a subsequent phase (one action/phase, regardless of available actions within a phase), and no further actions may be taken in that phase, including movement. [I like the idea in the RMB and Fantasy that magic actions take more effort than pulling a trigger, you gotta concentrate, and it requires some strategy. However, I also feel the desire to do a little damage with magic when the occasion calls for it. No stacks with magic limits it a bit, and can possibly cause loss of actions if the character has high attacks per melee, or uses high level spells. This is a feature, not a bug. For spells that take multiple attacks to cast, there is always the chance of interruption. If, however, you prefer to have walking fireball-machineguns for magic users, then simply remove the stacking limitation.]
Bursts work in a similar fashion to magic. Bursts may not stack with other actions or movement. Bursts that take more than one action to complete will complete in a subsequent phase (one action/phase), and no further action may be taken in that phase, including movement. Damage from a burst is calculated and split evenly per phase/action of burst. If possible, targets may try to avoid or counter any given phase-portion of the burst. [I think that this solves all my burst issues. No movement while bursting is a tactical decision. Your mileage may vary, but I would make any burst in a phase with movement "wild" at best. This also might make RMB energy weapon burst feel more viable.]
I think that's all for now. Lemme know what you think. Pointers. Confusions/questions. Possible ambiguities (even if you get it). Anything. I'll edit here where it makes sense to, and answer questions in replies. Thanks again.
I'm hoping that they run relatively smoothly, provide a little added tactical decision making (and therefore fun), and conform to the intentions of the original system. The system is written with Rifts primarily in mind, but it should work for all worlds. The system is based on the idea of 5 "phases," which is no revolution, but if anything else is the same or similar as any other system, that is totally by accident (perhaps these changes are what everyone does, but I haven't seen it, I promise).
Also, I hope that they're well enough written to be understood. They're house rules, so they don't have to be too clear 'cause the GM can explain directly, but I'd like it to be written clearly regardless and I'm not sure I've done that. I'll annotate them with my intentions below in italics. In all instances, if not explicitly stated otherwise, the RAW (RUE) apply.
Thank you for your time. I hope it's interesting enough.
5 phases per melee. Each phase represents approximately 3 seconds.
Players may choose in which phases to act. No more than one action per phase (unless character has more than 5 actions).
In any given phase, action order is based on initiative role for the melee round.
If a character has more than 5 actions, player can stack no more than one more action per phase (a maximum of 2 in a phase, limited to and by their total number of actions). If character has more than 10 actions, player can stack yet another one, and no more than one action per phase (a maximum of three in a phase, limited to and by their total number of actions). This limitation increases for every increase of 5 attacks per melee. The character can announce their desire to stack at any time before the opportunity passes. If the character has extra attacks when the round ends, and has not used them in any phase, the player cannot use more than the allowable amount in one phase (1 or 2 or 3, based on total attacks per melee) and loses the rest (new round begins).
If a character has more than one action in a phase, the subsequent action (stacked action) takes place after all other players have used their original actions in that phase according to initiative order. Subsequent actions (stacked actions) for all players follow initiative order in this way.
Movement is based on phase, not action (up to 5 phases of movement for every character regardless of actions per melee--character can move one fifth of their range per round in each phase, unless an action in any given phase prevents movement). Movement can be used alongside attacks as usual, as movement is essentially a separate action within the phase (but see below for some specific exceptions). [Even if a character has only 2 attacks per melee, they have 5 phases of movement. This is a tactical device and also gives players with low actions some proactive involvement in an entire round.]
Called shots/aiming require the usual actions to complete. A player must announce a called/aimed shot. If a called shot is taken during a phase where a character elects for stacked actions, the shot will complete on the subsequent action within the phase, or in the next phase (the player must use an action in that next phase to complete the shot, and it must be their first available action after calling the shot). Aimed called shots require three actions, and may either be completed in three phases, or within as few phases as possible given available actions of the character (the character must use three consecutive actions after calling the aimed shot--if character has more than 5 actions than completing in two phases is possible, if more than 10 actions than completing in one phase is possible---other players may still act between stacked actions as usual). Movement cannot occur in a phase that is used to begin or complete a called/aimed shot. However, if possible, players may stack other actions before or after the shot. [Here the character must make a tactical decision. They don't just say "I use two/three actions and get a bonus an advantage before anyone else can respond." The character must announce the intention, and the opponent has a chance to respond. The aimed shot is a calculated risk. It is possible for a very fast/high attack character, with the initiative over all other characters, to set up an attack by stacking a shot at the end of a phase, and finishing at the start of the next phase (before anyone has a chance to respond). My own house rule follows more closely to the RMB, where called shots only suffer a negative modifier, not an extra action, and aimed shots are only two. Otherwise it works the same way.]
Magic actions cannot be stacked with other actions or movement. Only one magic action per phase. Magic actions that take more than one action to complete will complete in a subsequent phase (one action/phase, regardless of available actions within a phase), and no further actions may be taken in that phase, including movement. [I like the idea in the RMB and Fantasy that magic actions take more effort than pulling a trigger, you gotta concentrate, and it requires some strategy. However, I also feel the desire to do a little damage with magic when the occasion calls for it. No stacks with magic limits it a bit, and can possibly cause loss of actions if the character has high attacks per melee, or uses high level spells. This is a feature, not a bug. For spells that take multiple attacks to cast, there is always the chance of interruption. If, however, you prefer to have walking fireball-machineguns for magic users, then simply remove the stacking limitation.]
Bursts work in a similar fashion to magic. Bursts may not stack with other actions or movement. Bursts that take more than one action to complete will complete in a subsequent phase (one action/phase), and no further action may be taken in that phase, including movement. Damage from a burst is calculated and split evenly per phase/action of burst. If possible, targets may try to avoid or counter any given phase-portion of the burst. [I think that this solves all my burst issues. No movement while bursting is a tactical decision. Your mileage may vary, but I would make any burst in a phase with movement "wild" at best. This also might make RMB energy weapon burst feel more viable.]
I think that's all for now. Lemme know what you think. Pointers. Confusions/questions. Possible ambiguities (even if you get it). Anything. I'll edit here where it makes sense to, and answer questions in replies. Thanks again.