Mandatory Movement in a D20 Game?

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Heaven's Thunder Hammer
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Post by Heaven's Thunder Hammer »

The Adventurer's Almanac wrote:What did you end up going with?
I went with the default rules. We were already playing with a wet-erase battle map, which at least added some color, literally. It had a grid on it too, so it fit perfectly.

I never did figure out how to customize things so the fight scenes would look more like the movies.
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Post by OgreBattle »

DnD is I Go you go with perfect knowledge of positioning while the fights in movies and real life are combatants doing things simultaneously, predicting, and so on

in these fencing matches: https://m.youtube.com/watch?v=kW-p0ImhPOw

Combatants collide with each other because both simultaneously close the distance towards where their opponent was. You also have opponents backing away as each anticipate the other stepping forward. Some also back away or advance on reaction to grapple or hit extended hands

this uncertainty is a big part of movement in ‘real fighting’

DND also has perfect action declarations, while that ‘real life duel’ has a throw attempt turn into an extended push because the person avoids being thrown by backing up. Bloosbowl’s “roll to see who falls over or is pushed in a tackle” dice captures that random factor well.
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Post by The Adventurer's Almanac »

I just had a dumb idea: what if disengaging from the enemy let you move half your movement instead of just 5 feet? That should facilitate moving around more, right?
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Post by Foxwarrior »

People move around a lot in Into the Breach, not without purpose, but because which squares are safe keeps changing, and if you want to push or pull an enemy you have to be in the right spot relative to the enemy.
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Post by MGuy »

You have to decide on a reason you want people to move around then imagine what you want that to play out like in game. "To make positioning a tactical choice" would be my reason for getting people to move around because I believe every choice in the combat minigame should be a meaningful tactical choice to some degree. From there I would create rules that would help in creating a more tactical game. Allowing more area control abilities for example that would force movement for example. That way the choice of moving to a better position is a tactical one as well as the choice of planting AoE effects.

Extending the withdraw distance doesn't lead to more tactical positioning so it wouldn't be something I'd consider that would help things.
Last edited by MGuy on Tue Nov 12, 2019 7:23 am, edited 1 time in total.
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Post by deaddmwalking »

The Adventurer's Almanac wrote:I just had a dumb idea: what if disengaging from the enemy let you move half your movement instead of just 5 feet? That should facilitate moving around more, right?
We do that. In fact, we got rid of the 5' step. You get a move. You don't give up anything if you take your move.

In 3.x, the cost of a move is losing a full-attack. If you take away the opportunity cost and allow a full attack following (or during) a move people will want to move more. If you have 30' of movement and you're allowed to attack 3 enemies in the course of that move, people will be more inclined to do it. Those are the big ones - let people move even if they want to do other cool things and let people do their attacks while moving.

Although we allow disengage at half speed and it does get used, it isn't a major source of movement. We do see things like when a bad guy gets next to a squishy wizard someone else will engage the enemy and the wizard retreats. Wizards best spells require a full action, so they actually do suffer an opportunity cost for movement.
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Post by The Adventurer's Almanac »

May I ask who "we" is? Your group? The den? Are you a monarch and you're asserting majestic plurals over us?
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Post by Foxwarrior »

deaddmwalking likes to describe his home game house rules without ever linking them.
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Post by deaddmwalking »

Foxwarrior wrote:deaddmwalking likes to describe his home game house rules without ever linking them.
I have shared them. If you'd like to see them, PM me.
The Adventurer's Almanac wrote:May I ask who "we" is? Your group? The den? Are you a monarch and you're asserting majestic plurals over us?
My gaming group. It's a work in progress and has been for a decade, but it's a PLAYABLE work in progress. It shares a lot of DNA with 3.x, but there are also a lot of differences. One of the first things we did was change full-attack to be something that you're allowed to do with a move and to split those attacks in any order across your move. You can move 10 feet, make your two lowest attack bonus attacks, then move 20 more feet and make your best attack if you like. There are some other changes - we don't use -5/-10; all extra attacks are at the same penalty (-4).
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Post by tussock »

Blood Bowl movement in D&D might work, you know.

Free trip on anyone who leaves your threatened area, with some sort of simple single-dice mechanic.that just ends their movement if the trip works. Not attacks, or maybe something modest associated with the falling down, just so avoiding folk is a risk with a downside.

The important bit being it ends your action to get tripped as you try to move, and players not usually have enough movement to go around a simple screen. Then if people try to move inside a reach weapon, you get that stop short thing as the default.

But then do amorphous creatures and snakes just go wherever they want? Because I suspect yes is the right answer there. Can I roll through to avoid the trip? That's what tumble skill is, yes. Hmm.
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Post by Iduno »

tussock wrote:Blood Bowl movement in D&D might work, you know.

Free trip on anyone who leaves your threatened area, with some sort of simple single-dice mechanic.that just ends their movement if the trip works. Not attacks, or maybe something modest associated with the falling down, just so avoiding folk is a risk with a downside.

The important bit being it ends your action to get tripped as you try to move, and players not usually have enough movement to go around a simple screen. Then if people try to move inside a reach weapon, you get that stop short thing as the default.

But then do amorphous creatures and snakes just go wherever they want? Because I suspect yes is the right answer there. Can I roll through to avoid the trip? That's what tumble skill is, yes. Hmm.
Yeah, football (and by extension Bloodbowl) is about abstracting the chaos and competitiveness of battle. That could work. Although it's back to the issue with AOOs: it keeps people from moving around much, which is boring. You'd need a carrot to keep people interested in moving around.
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Post by OgreBattle »

tussock wrote:Blood Bowl movement in D&D might work, you know.

Free trip on anyone who leaves your threatened area, with some sort of simple single-dice mechanic.that just ends their movement if the trip works. Not attacks, or maybe something modest associated with the falling down, just so avoiding folk is a risk with a downside.

The important bit being it ends your action to get tripped as you try to move, and players not usually have enough movement to go around a simple screen. Then if people try to move inside a reach weapon, you get that stop short thing as the default.

But then do amorphous creatures and snakes just go wherever they want? Because I suspect yes is the right answer there. Can I roll through to avoid the trip? That's what tumble skill is, yes. Hmm.
Ahh yeah you mentioned you've played thousands of games of bloodbowl before

Bloodbowl has an entire team do their moves, then the other, so a lot of it is about creating a formation that will disrupt your foe, and making a play that gets around your foe's formation.

so what would you do to adjust it for D&D style initiative?
Last edited by OgreBattle on Thu Nov 28, 2019 8:46 am, edited 1 time in total.
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Post by tussock »

OK. So. I think this is the basics that can work. NB: Very pro-melee, because I'm very pro-melee.

--

What's this doing?

Bloodbowl is a game of manipulating tackle zones. Pushing, tripping, or harming opponents enough, and placing yourself as you do it so you're not in the way of team-mates, or are supporting them. Ideally so you can move the ball forward, or so you can go get the ball off the other team.

D&D combat is about terminating your opponents while limiting their ability to harm the party, mostly by terminating them more quickly. This is also how Dwarfs and Khemri play Bloodbowl because they can't make even simple dodges anything like reliably.

This attempts to add some BB positioning troubles to a D&D-like game.

--

Positioning tho?

Um, I think the fun bit about bloodbowl is you normally just push people around and you have to make that work for you. Sometimes they fall over or even die, but that's not reliable and trying to rely on it brings sadness. So if you can push folks around as part of doing your normal melee (even touch spells), in D&D, that's at least an upgrade to Dorf/Khemri style bloodbowl.

If elves and haflings can dodge well, and they should, first thing is penalise dodging into a different TZ, or moving through the same, compared to dodging out. Every opponent you step next to should be a penalty if you're already in a TZ. Then you've got caging, you can protect vulnerable people even on an open plain by mostly surrounding them, or forming a separated screen even better to force multiple dodges.

Who are you protecting when there's no ball?

Well, how about you can't cast spells or used ranged weapons in melee. At all. There's no roll to use a spell in melee, but there is a roll to dodge out of melee and then you can use a spell, but push a caster against the wall, and now he's double dodging at least, or resorting to his crappy melee skill again.

Now we've got targets you want to get close to, reasons to push them, reasons to be in the way of that and so on. That activates the mechanics.

Say flying creatures can't push and don't have a TZ, so everything wants to land and let you melee it to block your spells and missile attacks, which is good. Flying missile and magic users should face penalties commensurate with the chances of failing a dodge, so like -4 to hit or +4 to saves, so that if there's a safe place to land, they will. Dodging up is valid for flyers, but failing means they just crash down and end their turn.

--

Mechanics pls

So, most melee attacks should come with a 1-square push, once per target, with a free follow allowed if you focus all attacks on one target, and dodging should be both what some players normally want to start their action with if caught in melee (or wait for an ally to push them free), and also penalised by dodging into other TZs. Wizards and Archers should take "Dodge" and "Side Step" and "Fend" type feats, and Fighters and Barbarians should take "Grab" and "Stand Firm" and "Juggernaut" type feats. Or just have those as class features or whatever. "Frenzy" to push the same target twice, but you must focus attacks and always follow.

It might end up a bit simplistic if the push was automatic, but I wouldn't really want another die roll either. Could just look at the die directly, so any 6+ die roll is a push (10+/14+/18+ vs larger, 4+/2+/always vs smaller, if that's memorable enough to be automatic).

How big of a thing can you push? Ideally, much bigger things can't be pushed, but are also easier to dodge. To some extent TZs should only work for creatures of somewhat similar size so a couple mice can't stop you casting, but also very big dragons don't care about your pet Fighter so much, unless you giant-size said Fighter.

The actual dodge mechanic should be active player rolling it, makes sense when it's often at the start of their turn and you want to let them roll dice should they fail it. Need tested a bit, assuming mostly Dex 14, but something like a Dex check for dodging at DC 9, +3 per TZ, -3 per size diff you're dodging away from, rather than a skill, but you can also Tumble and burn the extra movement for safety. "Dodge" feat lets you re-roll it on a fail once per turn, and so does a team action point, or hehehe, I'll stop now don't need to convert the entire game.

Then everyone is involved in either manipulating the TZs to let other people dodge easier or not have to dodge at all, but you also want to be on the ground in people's TZ and forcing them to dodge to limit their ability to kill your team with ranged attacks and spells, while also stopping opponents easily getting at your casters.

Should probably also add the concept of assists, so aid another is just fucking automatic if you're adjacent to only one foe. With "Guard", maybe Fighter feat, or maybe combat feat but fighters get free some time, you aid everything against all adjacent foes. It's like marking and giving others +2 to hit, but always on for everyone if positioned right.

Oh, and pushing someone into a wall they're already up against, that should do something! So you don't always have to put lava and spiked pits everywhere. But only if you're opposite the wall from your target, so it's not casually automatic in corridors. Nice to have an effect there that didn't auto-splatter stuff at low level but also worth remembering later, hmm. Something always relevant might be a stun, or slow? Probably not fair to stun lock, but slow for being pinned against a wall seems expected.

So 5' step still works, right?
Only to close and melee with actors who've attacked you through superior reach. You get to fight back in melee just fine, because not everyone wants to use pikes. Style rule, everything else is a dodge.

--

Should be team-play oriented without requiring team turns. I think it needs to allow easy pushes on a charge, but probably only one square between each target's action so you can't just arbitrarily push critters a long way by taking turns to charge it.

I think that gives you basic blood bowl reminiscent movement system.

Actors who desperately want to be in contact with actors who desperately want to be not in contact, but also everyone prefers to be on the ground where this happens even at flying levels, and everyone can engage with the basic mechanics without spending feats and shit.

I guess if you want to touch on how summoned and charmed monsters are better than fighters, maybe none of that shit can push or assist. Charmed, confused, or summoned all just don't get any of those effects. Makes them all a bit easier to fight, but that's fine.
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Post by OgreBattle »

can a missed attack still push in this system?
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Post by tussock »

Yup, should've said in there somewhere, just using the attack dice to save a roll, only way to get enough pushes going at early levels, and it lets everyone play the positioning game rather than just the specialists.

I feel like this is the sort of thing 4e was trying to be, at least in the marketing, but it's got to happen basically all the time (though somewhat unpredictably) to make it a normal part of the game.

But it's a tricky thing, maybe that dodge should be 7+ mods, needs tested, maybe not enough actors in a D&D party to require a harder dodge.
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Post by Heaven's Thunder Hammer »

tussock wrote:OK. So. I think this is the basics that can work. NB: Very pro-melee, because I'm very pro-melee.

--

What's this doing?

Bloodbowl is a game of manipulating tackle zones. Pushing, tripping, or harming opponents enough, and placing yourself as you do it so you're not in the way of team-mates, or are supporting them. Ideally so you can move the ball forward, or so you can go get the ball off the other team.

D&D combat is about terminating your opponents while limiting their ability to harm the party, mostly by terminating them more quickly. This is also how Dwarfs and Khemri play Bloodbowl because they can't make even simple dodges anything like reliably.

This attempts to add some BB positioning troubles to a D&D-like game.

--

Positioning tho?

Um, I think the fun bit about bloodbowl is you normally just push people around and you have to make that work for you. Sometimes they fall over or even die, but that's not reliable and trying to rely on it brings sadness. So if you can push folks around as part of doing your normal melee (even touch spells), in D&D, that's at least an upgrade to Dorf/Khemri style bloodbowl.

If elves and haflings can dodge well, and they should, first thing is penalise dodging into a different TZ, or moving through the same, compared to dodging out. Every opponent you step next to should be a penalty if you're already in a TZ. Then you've got caging, you can protect vulnerable people even on an open plain by mostly surrounding them, or forming a separated screen even better to force multiple dodges.

Who are you protecting when there's no ball?

Well, how about you can't cast spells or used ranged weapons in melee. At all. There's no roll to use a spell in melee, but there is a roll to dodge out of melee and then you can use a spell, but push a caster against the wall, and now he's double dodging at least, or resorting to his crappy melee skill again.

Now we've got targets you want to get close to, reasons to push them, reasons to be in the way of that and so on. That activates the mechanics.

Say flying creatures can't push and don't have a TZ, so everything wants to land and let you melee it to block your spells and missile attacks, which is good. Flying missile and magic users should face penalties commensurate with the chances of failing a dodge, so like -4 to hit or +4 to saves, so that if there's a safe place to land, they will. Dodging up is valid for flyers, but failing means they just crash down and end their turn.

--

Mechanics pls

So, most melee attacks should come with a 1-square push, once per target, with a free follow allowed if you focus all attacks on one target, and dodging should be both what some players normally want to start their action with if caught in melee (or wait for an ally to push them free), and also penalised by dodging into other TZs. Wizards and Archers should take "Dodge" and "Side Step" and "Fend" type feats, and Fighters and Barbarians should take "Grab" and "Stand Firm" and "Juggernaut" type feats. Or just have those as class features or whatever. "Frenzy" to push the same target twice, but you must focus attacks and always follow.

It might end up a bit simplistic if the push was automatic, but I wouldn't really want another die roll either. Could just look at the die directly, so any 6+ die roll is a push (10+/14+/18+ vs larger, 4+/2+/always vs smaller, if that's memorable enough to be automatic).

How big of a thing can you push? Ideally, much bigger things can't be pushed, but are also easier to dodge. To some extent TZs should only work for creatures of somewhat similar size so a couple mice can't stop you casting, but also very big dragons don't care about your pet Fighter so much, unless you giant-size said Fighter.

The actual dodge mechanic should be active player rolling it, makes sense when it's often at the start of their turn and you want to let them roll dice should they fail it. Need tested a bit, assuming mostly Dex 14, but something like a Dex check for dodging at DC 9, +3 per TZ, -3 per size diff you're dodging away from, rather than a skill, but you can also Tumble and burn the extra movement for safety. "Dodge" feat lets you re-roll it on a fail once per turn, and so does a team action point, or hehehe, I'll stop now don't need to convert the entire game.

Then everyone is involved in either manipulating the TZs to let other people dodge easier or not have to dodge at all, but you also want to be on the ground in people's TZ and forcing them to dodge to limit their ability to kill your team with ranged attacks and spells, while also stopping opponents easily getting at your casters.

Should probably also add the concept of assists, so aid another is just fucking automatic if you're adjacent to only one foe. With "Guard", maybe Fighter feat, or maybe combat feat but fighters get free some time, you aid everything against all adjacent foes. It's like marking and giving others +2 to hit, but always on for everyone if positioned right.

Oh, and pushing someone into a wall they're already up against, that should do something! So you don't always have to put lava and spiked pits everywhere. But only if you're opposite the wall from your target, so it's not casually automatic in corridors. Nice to have an effect there that didn't auto-splatter stuff at low level but also worth remembering later, hmm. Something always relevant might be a stun, or slow? Probably not fair to stun lock, but slow for being pinned against a wall seems expected.

So 5' step still works, right?
Only to close and melee with actors who've attacked you through superior reach. You get to fight back in melee just fine, because not everyone wants to use pikes. Style rule, everything else is a dodge.

--

Should be team-play oriented without requiring team turns. I think it needs to allow easy pushes on a charge, but probably only one square between each target's action so you can't just arbitrarily push critters a long way by taking turns to charge it.

I think that gives you basic blood bowl reminiscent movement system.

Actors who desperately want to be in contact with actors who desperately want to be not in contact, but also everyone prefers to be on the ground where this happens even at flying levels, and everyone can engage with the basic mechanics without spending feats and shit.

I guess if you want to touch on how summoned and charmed monsters are better than fighters, maybe none of that shit can push or assist. Charmed, confused, or summoned all just don't get any of those effects. Makes them all a bit easier to fight, but that's fine.
I like this as well. I have been looking a bit at PF2's changes, where they give an extra action (a 2nd move, maybe?) and removed most AoOs... Which are a major disincentive to backing away if you are threatened with an attack.

The idea of move in, make a single attack, move out, (maybe this gives a defensive bonus?) I like.
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Post by OgreBattle »

Reading Tussocks take again...
tussock wrote:OK. So. I think this is the basics that can work. NB: Very pro-melee, because I'm very pro-melee.

--

What's this doing?

Bloodbowl is a game of manipulating tackle zones. Pushing, tripping, or harming opponents enough, and placing yourself as you do it so you're not in the way of team-mates, or are supporting them. Ideally so you can move the ball forward, or so you can go get the ball off the other team.

D&D combat is about terminating your opponents while limiting their ability to harm the party, mostly by terminating them more quickly. This is also how Dwarfs and Khemri play Bloodbowl because they can't make even simple dodges anything like reliably.

This attempts to add some BB positioning troubles to a D&D-like game.

--

Positioning tho?

Um, I think the fun bit about bloodbowl is you normally just push people around and you have to make that work for you. Sometimes they fall over or even die, but that's not reliable and trying to rely on it brings sadness. So if you can push folks around as part of doing your normal melee (even touch spells), in D&D, that's at least an upgrade to Dorf/Khemri style bloodbowl.

If elves and haflings can dodge well, and they should, first thing is penalise dodging into a different TZ, or moving through the same, compared to dodging out. Every opponent you step next to should be a penalty if you're already in a TZ. Then you've got caging, you can protect vulnerable people even on an open plain by mostly surrounding them, or forming a separated screen even better to force multiple dodges.

Who are you protecting when there's no ball?

Well, how about you can't cast spells or used ranged weapons in melee. At all. There's no roll to use a spell in melee, but there is a roll to dodge out of melee and then you can use a spell, but push a caster against the wall, and now he's double dodging at least, or resorting to his crappy melee skill again.

Now we've got targets you want to get close to, reasons to push them, reasons to be in the way of that and so on. That activates the mechanics.

Say flying creatures can't push and don't have a TZ, so everything wants to land and let you melee it to block your spells and missile attacks, which is good. Flying missile and magic users should face penalties commensurate with the chances of failing a dodge, so like -4 to hit or +4 to saves, so that if there's a safe place to land, they will. Dodging up is valid for flyers, but failing means they just crash down and end their turn.

--

Mechanics pls

So, most melee attacks should come with a 1-square push, once per target, with a free follow allowed if you focus all attacks on one target, and dodging should be both what some players normally want to start their action with if caught in melee (or wait for an ally to push them free), and also penalised by dodging into other TZs. Wizards and Archers should take "Dodge" and "Side Step" and "Fend" type feats, and Fighters and Barbarians should take "Grab" and "Stand Firm" and "Juggernaut" type feats. Or just have those as class features or whatever. "Frenzy" to push the same target twice, but you must focus attacks and always follow.

It might end up a bit simplistic if the push was automatic, but I wouldn't really want another die roll either. Could just look at the die directly, so any 6+ die roll is a push (10+/14+/18+ vs larger, 4+/2+/always vs smaller, if that's memorable enough to be automatic).

How big of a thing can you push? Ideally, much bigger things can't be pushed, but are also easier to dodge. To some extent TZs should only work for creatures of somewhat similar size so a couple mice can't stop you casting, but also very big dragons don't care about your pet Fighter so much, unless you giant-size said Fighter.

The actual dodge mechanic should be active player rolling it, makes sense when it's often at the start of their turn and you want to let them roll dice should they fail it. Need tested a bit, assuming mostly Dex 14, but something like a Dex check for dodging at DC 9, +3 per TZ, -3 per size diff you're dodging away from, rather than a skill, but you can also Tumble and burn the extra movement for safety. "Dodge" feat lets you re-roll it on a fail once per turn, and so does a team action point, or hehehe, I'll stop now don't need to convert the entire game.

Then everyone is involved in either manipulating the TZs to let other people dodge easier or not have to dodge at all, but you also want to be on the ground in people's TZ and forcing them to dodge to limit their ability to kill your team with ranged attacks and spells, while also stopping opponents easily getting at your casters.

Should probably also add the concept of assists, so aid another is just fucking automatic if you're adjacent to only one foe. With "Guard", maybe Fighter feat, or maybe combat feat but fighters get free some time, you aid everything against all adjacent foes. It's like marking and giving others +2 to hit, but always on for everyone if positioned right.

Oh, and pushing someone into a wall they're already up against, that should do something! So you don't always have to put lava and spiked pits everywhere. But only if you're opposite the wall from your target, so it's not casually automatic in corridors. Nice to have an effect there that didn't auto-splatter stuff at low level but also worth remembering later, hmm. Something always relevant might be a stun, or slow? Probably not fair to stun lock, but slow for being pinned against a wall seems expected.

So 5' step still works, right?
Only to close and melee with actors who've attacked you through superior reach. You get to fight back in melee just fine, because not everyone wants to use pikes. Style rule, everything else is a dodge.

--

Should be team-play oriented without requiring team turns. I think it needs to allow easy pushes on a charge, but probably only one square between each target's action so you can't just arbitrarily push critters a long way by taking turns to charge it.

I think that gives you basic blood bowl reminiscent movement system.

Actors who desperately want to be in contact with actors who desperately want to be not in contact, but also everyone prefers to be on the ground where this happens even at flying levels, and everyone can engage with the basic mechanics without spending feats and shit.

I guess if you want to touch on how summoned and charmed monsters are better than fighters, maybe none of that shit can push or assist. Charmed, confused, or summoned all just don't get any of those effects. Makes them all a bit easier to fight, but that's fine.
...and looking at how games similar to Bloodbowl do things...


Dreadball
https://gallery.mailchimp.com/e62f0c354 ... ules.1.pdf

Dicepool based. When you declare a slam (a tackle that can knockdown), the target gets to react.
Modifiers based on surrounding players, skills and so on.

So the reactions are to Slam Back or to Dodge. The possible results are...

Draw: Both units face each other without moving
Slam wins: The target is pushed back (game uses hexes so slammer chooses which of 3 hexes), the slammer can choose to move into the vacant space.
Slam wins by x2 of opponent's dodge or slam: as above but target also knocked down and roll for damage
Dodge wins: They stay in place, this game uses facing and the dodger can change facing
Dodge wins by double: Dodger can move 1 hex into a vacant hex, the slammer stays in place.

This is actually less possible results than Bloodbowl which uses special marked dice with the following 6 sides that the attacker rolls...

1 Attacker down
2 Both knocked down, having the Block skill mitigates it for that unit
3 push defender
4 push defender
5 Defender stumbles- They're pushed, and if they don't have the dodge skill stumble
6 Defender pushed and knocked down

1 dice is rolled if units have even strength, 2 dice rolled if one is stronger, 3 if one doubles the other in strength. The stronger unit's player decides which die to pick. In this gameplay video, a mummy and dog collide, with the stronger mummy player choosing 'both knocked down' and they both take damage and die: https://clips.twitch.tv/SolidFriendlyNigiriDBstyle

So a neutral result is only possible with two blockers.
Special marked dice doesn't seem like a bad idea for a game with dynamic movement.... still trying to figure out a way to do this with normal dice is interesting
Last edited by OgreBattle on Wed May 06, 2020 5:14 pm, edited 3 times in total.
Heaven's Thunder Hammer
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Post by Heaven's Thunder Hammer »

Ok. So some more thoughts on this that require tweaking the SWSE d20 system and hopefully not exploding things into bits.

Obvious Principle: Incentives matter.

1. Successfully hitting an opponent moves them back 1 square. If the attacker has remaining attacks, they can follow and hit again.

2. Ending a turn next to an opponent gives them a bonus to attack and a penalty to your defense. Mechanically we just might say a +2 to hit and a -2 to AC = +4 to hit

3. Stepping back 5ft negates this bonus to hit.

4. Moving back more than 5ft gives a +4 to A.C., but opens one up to a charge.

5. I am considering giving all characters 2 move actions per round. This lets them move in to attack, and then a "disengage" move back for defense, if they want.

6. Moving out of a threatened square does not provoke an attack of opportunity. Perhaps charging does provoke an AoO?

What issues may arise with these adjustments?
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Post by Emerald »

Heaven's Thunder Hammer wrote:1. Successfully hitting an opponent moves them back 1 square. If the attacker has remaining attacks, they can follow and hit again.
You might want to make this only happen on a successful hit that exceeds the target's damage threshold. Partly because Star Wars weapons do not send people flying back on every hit, Sequel Trilogy retcons aside, but mostly because lots of automatic pushing does screwy things in a setting full of railing-less bridges and repulsorcraft. Limiting it to threshold-exceeding attacks let PCs toss mooks around pretty easily, but would ensure that a squad of stormtroopers can't send a given PC flying with a single volley.
5. I am considering giving all characters 2 move actions per round. This lets them move in to attack, and then a "disengage" move back for defense, if they want.
Keep in mind that moves can be traded down to swifts, so this doesn't just make people more mobile, it also lets them do three swifts plus a standard/move in one turn instead of two swifts plus a standard/move, which can enable things like Nobles stacking a bunch of swift-action buffing talents in the first round or Soldiers being able to aim+attack+move every round.

I can't think of any specific abusive combos off the top of my head, but you'll want to skim through the talent trees and see if anything jumps out at you to be houseruled as a consequence.
6. Moving out of a threatened square does not provoke an attack of opportunity. Perhaps charging does provoke an AoO?
Movement provoking AoOs is basically the only way melee-focused characters can control territory, and while removing that does let things be more mobile it probably swings the pendulum too far in the other direction, since now e.g. an entire squad of stormtroopers can walk past a Jedi to get to his allies and there's nothing he can do about it.

Perhaps you should change it from "threatened square" to "threatened area" (so you can move around someone all you want but don't provoke an AoO unless you try to leave their reach) and expand the "+4 AC from moving more than 5 feet" rule to moving more than 5 feet in any direction after attacking, including around the opponent. This would result in melee attackers naturally trying to get "behind" a target without needing to involve any actual facing rules, and would replicate the kind of circular movement patterns you see in lots of lightsaber fights.
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Post by zeruslord »

1. Successfully hitting an opponent moves them back 1 square. If the attacker has remaining attacks, they can follow and hit again.
This doesn't feel right to me. In sport fencing, at least, space behind you is a resource that you use up to evade attacks rather than parrying them directly. Star Wars fight choreography tends to keep tight spacing longer than it would last in a real fight without somebody slipping up and losing a limb, but backing up still tends to be voluntary for the defender rather than an actual "I hit you so hard you're pushed back" thing. My preference would be to have defenders give ground as a choice (maybe rewarded with a defensive bonus rather than having attackers push them as a rider on the attack. That can also incentivize the circular motion you see in the films when there's a lull in the fight, since moving laterally can open up more space to retreat into rather than being forced into a wall.
Last edited by zeruslord on Sun Sep 13, 2020 8:42 am, edited 1 time in total.
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OgreBattle
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Post by OgreBattle »

Having modifiers for ending your turn, stepping back 10+ft is going to be fiddly to track with a party of 5 vs 1-15 foes.

Every hit having knockback will require some additional rules so you can't punch a tank out of cover. This also means 10-20 mooks could turn into a conveyor belt.
Last edited by OgreBattle on Sun Sep 13, 2020 3:00 pm, edited 1 time in total.
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Post by MGuy »

Potential problems with any rule depend on what your goals are. I'd first have to ask what do you imagine you want happening in combat? Only once I have any idea of what you want to actually happen on a turn by turn basis can I tell you if I think these rules get you there.
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Post by Zinegata »

Sorry, promised not to post anymore but saw this thread and I just can't help how people missed a very important little fact:

The 5 feet by 5 feet square is NOT small at all.

https://en.wikipedia.org/wiki/Fencing_rules

The standard fencing play area is about 45 feet by 5 feet long, or 1 x 9 squares.

And when you compare that to the size of the average human, it's actually pretty big.

https://www.youtube.com/watch?v=FNp_JLft_tA

I say this because an awful lot of RPG rules are carried over from wargames, and in most cases the "unit" actually occupies only a fraction of the overall hex or square they are occupying.

However, a lot of players and modern designers wrongly visualize "adjacent" squares or hexes as having the units being in literal contact. In reality there's plenty of space for some acrobatic maneuvers.
Heaven's Thunder Hammer wrote:What issues may arise with these adjustments?
Over-complication. Its too many rules for something that will be done very often. Players and DMs will forget that many rules.

I would suggest that instead of a system full of exceptions, allow the attacker to simply move the defender a space or two whenever they inflict damage; and the attacker can choose to advance into the vacated space.

This reflects how the aggression is forcing the defender to give ground (e.g. Obi Wan falling back in the face of Anakin's assault). Canny defenders with feats may also take advantage of these forced movements to draw the aggressor into a bad position (e.g. a feat that lets the defender choose where he retreats to, rather than the attacker choosing as per normal).
Last edited by Zinegata on Sun Sep 13, 2020 3:06 pm, edited 1 time in total.
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Post by Heaven's Thunder Hammer »

1.

@Emerald: I like the idea of only pushing people back if their damage threshold is reached.

I need to brush up on the rules, but I think the "always have a 5' step" options is good thing to have.

@ Zeruslord - I like your idea of the defender giving group to get a bonus, which is pretty much what I've already done. I'll probably go with the damage threshold being exceeded lets the attacker force the person back. Maybe on a critical hit? That would make it more cinematic to me.

@Emerald:

5. The idea is that the 2nd move action can only literally be movement of some kind.

6. Good catch! The idea is that in a melee, one person can back up from the person they were fighting against. Of course, if there are multiple opponents, then it gets much more complex. Right now I'm running a solo player game.


@OgreBattle - that is a good point , right now I'm running for a single player, so I don't have to worry about that.

@MGuy - I want to try and have a "Movie" feel to the Star Wars combats where the PC and enemies have a significant incentive to move around the scenery of the combat more.
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Post by MGuy »

I think Star Wars fights are made to be cinematic. I don't think 'most' of the movements in it are made because they have to move that way. In trying to imitate most of the Star Wars fights you'll mostly find the characters moving around making auto attacks. I think a better focus, given the medium you're working with, is how to make the combats themselves engaging. Numbered shenanigans might get people to move sure. I do not see how that would make things any more exciting. I move 1 space to X and hit with my sword. Now I move one space here to hit with my sword again. Etc etc. Think about how the fight with Maul or Obiwan vs Anakin would play out on the table. It would largely be a bunch of autoattacks with one acrobatic move or single hit determining the winner/loser. This looks good on the big screen but is not nearly as exciting in table top. Of course, this isn't to say you can't or shouldn't get people to move. You could do that with fiddly number fluctuations but you could also do it with a simple rule like having every hit allowing the person who hit the target to move that target one step in any direction. If that sounds exciting to you then there are simple ways to do it but I think you'll find that even at it's best the trick will get old quick and just become routine.

What would likely be more exciting in a given fight is being able to perform stunts that 'sound' cool to describe. Not that players will or even should want to do them all the time (if all moves are cool, none of them will be) but when they decide to there's both a reason to do it mechanically and a feeling of pride and accomplishment when it succeeds. Encourage your players to interact with the environment. That means you'll have to do work to make those environments interesting. Make the movement critical in some situations. Doesn't always have to be rooms with spiked traps in them or lava bridges. It could be that you're trapped in a corridor and are being bombarded from above by archers so your nimble rogue trots up the wall and can take them out.

In my case, when I asked myself 'what do I want people doing from turn to turn in combat?' my answer was 'having engaging choices as often as I could reasonably supply them'. Sometimes that is done through movement. Sometimes it isn't. A lot of what I expect is for the rules to make combat 'feel' engaging and for those cool moments to happen once in a while. Otherwise I would want my players to treat it like a tactical puzzle they are free to approach in whatever way suits them and their group.
Last edited by MGuy on Sun Sep 13, 2020 4:11 pm, edited 3 times in total.
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