For many people, it seems, combat is the first sub-system that they read in depth and figure out how it plays in comparison to systems they already know. I’m not among them, as I find other sub-systems more important to my understanding of a new game system, plus I figure I can change out what parts of the combat system I need to to fit my preferences after I’ve played with RAW for a bit.
I have a bit of a luxury, as a designer, with having three projects in progress at once…three projects that are similar in genre and feel, that is, I can work from a set of general principles and flesh those out in three different detailed fashions. I’ll be laying out those principles in another post, though, as this post is actually about how asking questions makes the design wheels go ’round.
A Question That Started a Cascade
I recently had a question come to mind when I was considering armor and how I most want to present its use in the abstractions of the systems. The question was rather basic and seemed obvious in hindsight, though I don’t recall ever having considered it before. Asking that question led me into a bunch of other questions about some basic issues, though, and in a most constructive fashion.
The question: What if we think of armor ratings as what the armor allows through?
Now, I’ve not worked out any way to actually use ratings in that fashion without involving more rolls and steps than I want. I considered dice steps to reflect the damage weapons could do versus the armor — D4 vs heavy armor, D6 vs medium armor, D8 vs light armor, for a simple “armor as damage resistance” approach — and that immediately brought some problems along with it. I don’t see some players handling that well, at all, and it could prove to be a headache for GMs. There’s also the issue that the approach is really nothing more than “armor subtracts damage” in a way that requires more work.
That Leads to Considering Wounds….
What that question and the resulting line of thought did do was lead to more fruitful fields. “Well,” I asked myself, “What does armor allow through on a successful strike?” That led to a consideration of exactly how the game abstraction includes the notion of damage and its effects, how such things are represented and gauged in the system, and what difference the armor can make in all of that. With the DA system, I’m riffing on D&D heavily and paring down hit point totals, with wounds stepping in to do the heavy lifting. The other two systems were conceived with wounds as a primary way to gauge harm.
Wounding is an aspect of damage that I’ve been playing with for quite some time, and working out how different armors can affect inflicting wounds is a design problem I find fascinating. The effects individual wounds can have on a combatant, how long it takes to heal from wounds, what exact effects wounds can and should have — all that is important to work through to provide the desired experience in play.
…And The Weapon Effects…
I also expect I’ll have armor affect any special effects a weapon can inflict. A weapon that can readily stun a target with a successful strike can have that effect made less likely by some types of armor, I think. I also think I can work out how the weapon effects and armor interact in a way that works for the play flow I desire, so I’m going to be experimenting with those interactions.
I also have to deal with how armor and shields affect what PCs can do, how their movements are affected in the wearing. Having a large shield in hand can limit some moves a great deal, for example. I expect most standard fighting movement can take place as usual (though heavy armor may make it more tiring), so it’s the unusual movement that can be affected. Working out what the unusual movements modeled in the abstraction and how they get affected in detail is an interesting problem.
…On To Shield Use…
So, what is it shields actually do? This is an important question when it comes to the abstraction. D&D uses them mostly as just a modifier to AC. Stepping away from that particular “determines difficulty to strike” approach means answering this question is an important consideration.
So, in my systems, should shields increase defensive ratings? How would this vary by number of foes being engaged? How are missiles treated when compared to melee?
If armor is reducing damage from attacks, do shields play a part in that reduction?
Does shield use affect any offensive techniques? Does it add any? Bashes, edge strikes, thrown shields?
Does shield use affect any defensive actions?
There’s a bit more that arose in response to the orginal question. The cascading questions that follow from one simple query is part of what makes designing systems so interesting, for me. And I get to work out a general response that then gets detailed in three most likely different ways.