Showing posts with label combat. Show all posts
Showing posts with label combat. Show all posts

24 February 2024

Fudging Blades

"Fudging Blades: Swashbuckling Combat for Fudge!" (from SpiritMusketeer's Blog) is a simple swashbuckling combat system for Fudge by Thijs Krijger and Jay Shaffstall with help from François Letarte. It lacks the detail of simulationist fencing rules, but it appears to be relatively fast-paced. It looks promising.

[This article has been cross-posted here in Creative Reckoning.]

31 August 2020

Regarding Special Moves in Swashbuckling RPGs

Not every move, maneuver, or attack made by a swashbuckler needs to be an extravagant stunt. Sometimes the smart thing to do is dispatch an enemy efficiently and move on. If a player character is compelled to make every combat action an elaborate orchestration, it becomes wearisome for the player and makes the fight as dull as a conventional battle in which combatants just stand there and take turns exchanging blows. There needs to be a balance of elements to keep it interesting.

27 March 2016

Death and Dismemberment in All for Me Grog

Combat in All for Me Grog is largely free-form as befits a cinematic swashbuckling game, but it is missing two ingredients that are fundamental to pirate fiction: the dangers of loss of limb and loss of life. The risk of either makes for high stakes and high adventure, so I've worked up some simple house rules to cover both.

First: Death. The rules do not state the circumstances under which a character expires, so the house rule is this:

A character starts with 9 points of Salt. A character's Salt is only reduced by physical harm. A player may never roll more dice in a Bloode action than his or her character's current Salt. Death occurs when a character's Salt is reduced to 0.

A character also starts with 9 points of Influence. A player may never roll more dice in a Skull or Grog action than his or her character's current Influence. A character's Influence is only reduced by mental or emotional harm. Despondency (or insanity) occurs when a character's Influence is reduced to 0.

Healing occurs as per the published rules, but Bloode wounds only restore Salt; Skull or Grog wounds only restore Influence.

Second: Dismemberment. Complicated rules are contrary to the spirit of All for Me Grog, so this is my solution:

A character may avoid the loss of Salt from an injury by taking loss of limb (or another body part) instead. If the Salt loss to be avoided is only 1 point, the character may lose a finger or ear if the player so chooses. If the Salt loss to be avoided is greater than 1 point, the character may lose an arm, leg, hand, foot, or eye as determined by the player.

Loss of a body part will affect a character in logical ways and may result in penalty dice for actions affected by the disability. It may also result in monetary compensation for pirates injured in the line of duty.

This option is subject to GM approval. Circumstances may restrict a player's options for loss of limb (or body part) or not allow for it at all.

[All for Me Grog is a piratey role-playing game by Ryan Shelton available in PDF and print.]

01 April 2015

Fudging the Swashbuckling in Non-Fudge Games

The combat of Dungeons & Dragons is considered by some to be rather too two-dimensional for the needs of swashbuckling action. Sure, one can role-play the combat (it's always better that way regardless of the system), but if the results still come down to "roll to hit, hit, roll damage" or "roll to hit, miss" no matter what incredible stunts or brilliant tactics you perform, it can seem unrewarding and even boring. Swashbuckling should never be boring.

Tunnels & Trolls solved this problem with the attribute-based "saving roll," which enabled player-characters not only to avoid certain death in the manner of the D&D saving throw, but to take risky moves to gain an advantage in a fight or perform other feats. This game mechanic depends on dynamic attribute ratings that have no upper limit, and it would be simpler just to play T&T than adapt its rules to a game such as D&D. This is actually an excellent idea for anyone who wants to play a swashbuckling role-playing game. Just strip out the fantasy elements (or keep some if you want to play a fantasy swashbuckling game in the spirit of, say, the Sinbad movies) and T&T will probably serve you well in conveying that cinematic swashbuckling action.

D&D played as written tends to reward caution, not derring-do. This doesn't prevent us from tinkering with it, though, in the hopes of transforming it into a game worthy of the exploits of Errol Flynn. One of my untested ideas is simply to import the Fudge rules of action resolution and apply them to the standard D&D attributes. Convert the attributes to the Fudge trait ladder, then whenever a player character wants to try something crazy, the referee determines how difficult it is and the player rolls four Fudge dice per the standard rules for an unopposed roll. If the result is equal to or greater than the difficulty level, then the player character accomplishes the stunt. When an attack is made, revert to the D&D rules, modified by a suitable bonus or penalty depending on whether the stunt succeeds or fails (if appropriate). The conversion I use for the 3-18 range is as follows:

18Superb
16-17Great
13-15Good
9-12Fair
6-8Mediocre
4-5Poor
3Terrible

For those who don't like the idea of inflating the importance of the existing attributes, a seventh attribute (called "swashbuckling" perhaps) could be added. It could be generated in the same manner as the usual attributes (3d6, 4d6 drop lowest die, or whatever), converted to the Fudge trait ladder, and used as above.

I have yet to playtest any of this, so use at your own risk...