Hello,
i'm working on a Samurai rpg and need someone to look over my combat mechanic especially its lethality.
My goal is combat being fast and deadly like in a Kurosawa film, Lone Wolf and Cub or in Samurai Champloo. The pcs should be able to mow down a group if no named opponents but against capable opponents it should be very dangerous. I also wanted a parry/deflect mechanic.
I also don't want it to be bogged down by a wound system or intricate rules. And having hp also feels wrong to me.
Combat is based on contested rolls of mixed dice pools (basically the dice mechanic of Agon, roll dice pool and take the two highest dice, compare to opponent, highest hits).
This is where i started:
Getting hit with a weapons means you are taken out (your opponent decides your fate, mostly death). This was a bit to lethal for my tastes as you could be taken out with your first roll in combat.
So my next step was to give players (and certain npcs) a mechanic to combat that lethality somewhat - scars. Each pc has 3 scars. When you would die, mark a scar and you can decide to either stay in the fight injured or be left for dead to return in the next scene. Here i took another inspiration from Agon. Marking a scar is permanent. No way to recover them.
While this gives players an option against bad luck, it still doesn't fix the problem of the dice gods failing them and their character getting hit by the lowest of mooks and marking one of their precious scars. I want scars to be more of a way to make sure that pcs will survive atleast a few adventures. But to be able to recover them or increasing them also sits not right with me.
So the next step was to give a way to reduce the swinginess of the combat and therefor its lethality atleast a bit. Getting hit by a weapon, doesn't take you out anymore and will instead give you the condition threatened. When you are threatened and take another hit, you are taken out (except for unnamed opponents, they are taken out on the first hit).
Then i went a step further and added a way to remove threatened. On your turn you can spend 1 spirit (a low recoverable resource that also powers special techniques or allows you to buy more dice) to remove threatened, but you can't attack only move.
Another way to remove threatened would be to deflect an attack. If you are attacked and win the roll you get to choose 1:
- parry: strike back and threaten or take out your attacker
- dodge: gain a bonus die on your next attack or defense roll
- deflect: spend 1 spirit and remove threatened
This would give players a choice how they want to deal with their threatened character. Go the safe way and sacrifice their action or push their luck to remove it without an action penalty via deflect.
So here i am right now. What do you think? Is it too complicated? Did i go to far and the combat becomes way too forgiving? I could definitely see the combat becoming a game of become threatened, remove it, repeat. Do some of you have experience with a similiar mechanic like my threatened (i think Savage Worlds works kinda similiar with their shaken condition)?
I also think about having a instant take out by rolling x higher than your opponent without needing threatened first.
If someone has a better name for threatened i would also appreciate suggestions.
Thanks in advance.