The rules are all here for free; the only thing of value for me is that the combat options and equipment entries might be good jumping off points for a fantasy heartbreaker mod of After Sundown.
http://www.brutalrpg.com/Frames.asp
Some (sort of) dicepool OSR wargame: Brutal
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- Judging__Eagle
- Prince
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Some (sort of) dicepool OSR wargame: Brutal
The Gaming Den; where Mathematics are rigorously applied to Mythology.
While everyone's Philosophy is not in accord, that doesn't mean we're not on board.
While everyone's Philosophy is not in accord, that doesn't mean we're not on board.
- OgreBattle
- King
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- Judging__Eagle
- Prince
- Posts: 4671
- Joined: Fri Mar 07, 2008 7:54 pm
- Location: Lake Ontario is in my backyard; Canada
According to Frank, AS needs a "complicated" fighting system.
One idea that I've been slowly developing (but can't figure out how to mechanically resolve in a satisfying manner) involves players choosing their possible martial actions at the start of their round (e.g. strike (Willpower), block (Intuition), weight (Charisma), grapple (Agility); possibly with items allowing a character to use their Edge score as a bonus) at the start of the round, where resolution is RPS-style based on which action the creature took.
An other, more recent, idea is to totally divorce weapon use from the Combat skill, as well as assumptions that weapons are purely physical in nature (much of combat is founded upon psychology and mindset, over techniques; or gear); make Combat remain as an "Initiative" tracker. Then add in lots more weapons, divided along new/arbitrary categories (in this case, "assault"; "engage"; and "missile"). Assault weapons use either Understanding or Awareness (form. Logic, Intuition); Engaging weapons use Charisma or Willpower; and Missile weapons use Health or Nerve (form. Strength, Agility).
With the idea being that those attribute splits, also split up the three categories. For assault, "Awareness"-based assault weapons deal more damage; while "Understanding" based ones grant more tactical options. For Engaging weapons; the "hard hitting" types (shield, meteor hammer, Main Gauche) are Willpower; while the "reach" ones (sarissa, pike, trident/partisan) are Charisma. For Missile; any missile weapon that relies on inherent user strength (heavy weapons, bows, chains) is Health-based; while those relying on more fine control (whips, crossbow, handgun/rifle) are Nerve based.
On top of this; is figuring out how to record or gauge "training"; or actual combat skills. Likely creating a section for 5 entries (Earth (strike), Water (block), Fire (grapple), Air (weight); Light (tool)); giving creatures some amount of points to spend (say; 18 (?)); and using these as the "combat training" data for a creature
Of course; the ideal method would be to combine the two. Attacks use a combination of Strike/Block/Grapple/Weight; are Assaulting or Engaging (if not Missile); and with those two categories of 4 and 2 you've got 8 sorts of melee range actions people could take. More importantly spamming an attack is the opposite of an option; as an opponent who suspects you'll repeat actions; will prepare a counter-move to trump your spammed actions.
One idea that I've been slowly developing (but can't figure out how to mechanically resolve in a satisfying manner) involves players choosing their possible martial actions at the start of their round (e.g. strike (Willpower), block (Intuition), weight (Charisma), grapple (Agility); possibly with items allowing a character to use their Edge score as a bonus) at the start of the round, where resolution is RPS-style based on which action the creature took.
An other, more recent, idea is to totally divorce weapon use from the Combat skill, as well as assumptions that weapons are purely physical in nature (much of combat is founded upon psychology and mindset, over techniques; or gear); make Combat remain as an "Initiative" tracker. Then add in lots more weapons, divided along new/arbitrary categories (in this case, "assault"; "engage"; and "missile"). Assault weapons use either Understanding or Awareness (form. Logic, Intuition); Engaging weapons use Charisma or Willpower; and Missile weapons use Health or Nerve (form. Strength, Agility).
With the idea being that those attribute splits, also split up the three categories. For assault, "Awareness"-based assault weapons deal more damage; while "Understanding" based ones grant more tactical options. For Engaging weapons; the "hard hitting" types (shield, meteor hammer, Main Gauche) are Willpower; while the "reach" ones (sarissa, pike, trident/partisan) are Charisma. For Missile; any missile weapon that relies on inherent user strength (heavy weapons, bows, chains) is Health-based; while those relying on more fine control (whips, crossbow, handgun/rifle) are Nerve based.
On top of this; is figuring out how to record or gauge "training"; or actual combat skills. Likely creating a section for 5 entries (Earth (strike), Water (block), Fire (grapple), Air (weight); Light (tool)); giving creatures some amount of points to spend (say; 18 (?)); and using these as the "combat training" data for a creature
Of course; the ideal method would be to combine the two. Attacks use a combination of Strike/Block/Grapple/Weight; are Assaulting or Engaging (if not Missile); and with those two categories of 4 and 2 you've got 8 sorts of melee range actions people could take. More importantly spamming an attack is the opposite of an option; as an opponent who suspects you'll repeat actions; will prepare a counter-move to trump your spammed actions.
The Gaming Den; where Mathematics are rigorously applied to Mythology.
While everyone's Philosophy is not in accord, that doesn't mean we're not on board.
While everyone's Philosophy is not in accord, that doesn't mean we're not on board.