Hi codex hive mind. I have a proposition. I've been brainstorming mechanics for turn-based hand-to-hand fighting, and this is what I came up with.
Intercepts should be introduced into unarmed combat. In ranged combat, movement triggers intercept/reaction checks, which gives interrupts to successful interceptors. In unarmed combat, I believe a similar mechanism can be adopted.
First, the background stats. In my character system, unarmed combat can be specialized into three distinct fields: striking arts, grappling arts and counter arts. Each field can be further specialized:
Striking Arts:
Punching, Kicking, Infighting
Grappling Arts:
Groundfighting, Takedowns, Submissions
Counter Arts:
Trapping, Negating, Counterstrike
Specifically, each specialization deals with one kind of fighting style, and the counter arts are the ones that will be rolled against when a character is being attacked to see if the character managed to "counter" the attack or not.
Trapping involves intercepting the opponent's attacks and effectively stopping his movements, opening him up to grappling-type counter attacks. Negating involves redirecting the opponent's attacks or force back at him, like cross counters and tai chi-styled counters. Counterstrike involves dodging the attack and then landing a striking-type counter before the opponent regains his footing.
Which specific counter to use would depend on the player's preference first, and skill level second. The player can choose to always use a specific counter during the enemy's phase, or if no preference is chosen, the counter with the highest chance to succeed would automatically be used.
This would create an interesting scenario where martial artists, instead of running around the game world collecting unarmed combat stat boosting equipment, would find out grandmasters to learn techniques that can be active or passive and have their own specific uses. They can gain familiarity levels with these techniques the more they practice/use them, and in combat they can employ a vast variety of moves (like skills in D&D) to expand the range of tactical options available to them.
Imagine if two fighters A and B meet in the ring, and A throws a fast punch at B which has a +1 against counter checks. B eats the punch and when it is his turn, instead of launching a strike of his own he predicts the next attack from A would most likely be either a punch to the head or a kick to the head. Therefore, he selects the action "Prepare vs Head Attacks" (which is a skill learnt from his adventuring days) and ends his turn, giving him lots of AP reserves to take advantage of an interrupt if he succeeds in it. In order to hide the preparation from A, he chooses to feint a quick return punch that has +2 against counters, uses 50% less AP, but at the cost of -3 to hit.
A, true to B's prediction, launches a high kick, hoping to knock B out in a quick victory. B rolls for intercept (with his prepare vs head attack skill, he gains a +2 to his rolls) and succeeds, and the turn ownership is passed over to B to deploy any counters he deem suitable.
He then chooses the monkey punch, which is directed at A's groin, crushing his balls in one fatal strike, winning the match and neutering A at the same time.
So what do you guys think about this mechanism?
Intercepts should be introduced into unarmed combat. In ranged combat, movement triggers intercept/reaction checks, which gives interrupts to successful interceptors. In unarmed combat, I believe a similar mechanism can be adopted.
First, the background stats. In my character system, unarmed combat can be specialized into three distinct fields: striking arts, grappling arts and counter arts. Each field can be further specialized:
Striking Arts:
Punching, Kicking, Infighting
Grappling Arts:
Groundfighting, Takedowns, Submissions
Counter Arts:
Trapping, Negating, Counterstrike
Specifically, each specialization deals with one kind of fighting style, and the counter arts are the ones that will be rolled against when a character is being attacked to see if the character managed to "counter" the attack or not.
Trapping involves intercepting the opponent's attacks and effectively stopping his movements, opening him up to grappling-type counter attacks. Negating involves redirecting the opponent's attacks or force back at him, like cross counters and tai chi-styled counters. Counterstrike involves dodging the attack and then landing a striking-type counter before the opponent regains his footing.
Which specific counter to use would depend on the player's preference first, and skill level second. The player can choose to always use a specific counter during the enemy's phase, or if no preference is chosen, the counter with the highest chance to succeed would automatically be used.
This would create an interesting scenario where martial artists, instead of running around the game world collecting unarmed combat stat boosting equipment, would find out grandmasters to learn techniques that can be active or passive and have their own specific uses. They can gain familiarity levels with these techniques the more they practice/use them, and in combat they can employ a vast variety of moves (like skills in D&D) to expand the range of tactical options available to them.
Imagine if two fighters A and B meet in the ring, and A throws a fast punch at B which has a +1 against counter checks. B eats the punch and when it is his turn, instead of launching a strike of his own he predicts the next attack from A would most likely be either a punch to the head or a kick to the head. Therefore, he selects the action "Prepare vs Head Attacks" (which is a skill learnt from his adventuring days) and ends his turn, giving him lots of AP reserves to take advantage of an interrupt if he succeeds in it. In order to hide the preparation from A, he chooses to feint a quick return punch that has +2 against counters, uses 50% less AP, but at the cost of -3 to hit.
A, true to B's prediction, launches a high kick, hoping to knock B out in a quick victory. B rolls for intercept (with his prepare vs head attack skill, he gains a +2 to his rolls) and succeeds, and the turn ownership is passed over to B to deploy any counters he deem suitable.
He then chooses the monkey punch, which is directed at A's groin, crushing his balls in one fatal strike, winning the match and neutering A at the same time.
So what do you guys think about this mechanism?