Hello,
(intro - can jump to the suggestions)
I've been browsing the internets for some time searching for a simple, traveller rules-based, fantasy system. While I found a dozen, most of them suffered from one design flaw which follows from directly lending the standard rules, and applying them to those fantasy settings.
The problem comes to the variety of melee combat. While the vanilla ranged combat has a lot of factors in - ranges, firing modes, cover, distances, environments, aiming, blasts ranges, and combining those creates a satisfying variety for firefights, the melee combat is lacking it. Now, imagine a setting where many of the travellers will fight in melee. It might quickly get bland.
Now, I understand Traveller's strong points are in its simplicity (compared to other games), yet it still manages to provide a huge variety and options. I come from a lot of complex RPGs where calculating outcomes took enough effort to break the flow of the game. So here, I have musted some rules that will add variety to the close combat, hopefully, while being in the spirit of Traveller's simplicity.
--------------------
Design principles, which I followed:
1. Consistent with existing rules and structure (faster to get, easier to use)
2. Provide choice - having a benefit and a drawback (a game is about choice)
3. Avoid redundancy (no need to add something that is already in, in some form)
4. Be concise and also provide room for interpretations (as Traveller's rules are)
===Equipment===
Shields - shields (except the buckler) allow parrying weapons which have the SMASHER trait.
Some extremely powerful weapons might be able to bypass the shield as well (ref call).
The shield still provide the bonus to parry.
Design notes: it gives shields another utility role, while having a logical sense. Some bigger shields should provide minor armor bonus vs ranged attacks.
Daggers can't parry.
REACH trait - Only for very long weapons (like pikes). Allows the traveller to make attacks without actually being locked into close combat. However, if within the weapon range (4-5 meters), his opponent is being locked into close combat and any attempt to move away from that range (either in or out) allows for an immediate free attack with bonus +2 to hit (only one per round). However, if an opponent locks the traveller in close combat (by moving close), the REACH weapon can't make attacks.
Design notes: the REACH weapons are situational and benefit in organized combat, like several travellers wielding pikes, covering a location. Any attempts to go through that location will likely provoke a flurry of attacks from the pikes. This trait required a modification of an existing rule, which I hope, is simple enough. It simulates movement restriction by creating a threat rather than artificially restricting movement, similarly to how overwhelming a character with fire, making him dodge/dive simulates being suppressed.
POLE trait - Grants boon on the attack if the target is running towards the Traveller (moved 10+ meters).
Design notes: weapons which can be prepared to use the opponents' momentum against them. However, if too few weapons have this trait, it can be as part of their description.
===Maneuvers===
Grappling - Travellers can use Athletics (dexterity) as an opposed check to escape grapple or avoid being caught in grapple.
Travellers can use Athletics (strength) to initiate grapple, but only to perform force opponent prone and dragging opponent actions, if they win the opposed check.
Design notes: providing a few options for some characters who might not have melee (unarmed) skill.
Parrying - a reaction. Instead of giving flat -DM to the attack, the parry makes the defender roll an opposite melee check versus the attack. Success means a successful parry. Success with 6+, allows an immediate riposte which is a single attack with +2 to hit. The attacker can also react vs the riposte, but it cannot trigger another riposte.
Design notes: It makes parry different than dodge. The opposite roll increases the range of the effect - make a low roll and receive extra damage; make a good roll and riposte. As a downside, it's an extra roll compared to the flat DM.
Feint - minor action. An opposed Deception (dex) vs Recon/Investigate (int) check. Winning grants boon on the next attack versus the same opponent if made in the same or next round.
Design notes: grants a minor boost to the attack, similarly to aiming (which is only reserved for ranged attacks). The boon is more luck based, but the traveller has to make the check. It gives a little combat advantage to some rogue-ish type of characters. The opposed check is deliberately not a melee check.
Trip - Some weapons allow for tripping an opponent from distance. This calls for the normal opposed grappling check (major action), but the winner can only force his opponent prone. Unlike normal grapple, this maneuver doesn't engage in grapple because of the distance between the combatants.
Design notes: Using long hooked weapons to trip mounted knights or someone sprinting without going too stray from the default rules.
(intro - can jump to the suggestions)
I've been browsing the internets for some time searching for a simple, traveller rules-based, fantasy system. While I found a dozen, most of them suffered from one design flaw which follows from directly lending the standard rules, and applying them to those fantasy settings.
The problem comes to the variety of melee combat. While the vanilla ranged combat has a lot of factors in - ranges, firing modes, cover, distances, environments, aiming, blasts ranges, and combining those creates a satisfying variety for firefights, the melee combat is lacking it. Now, imagine a setting where many of the travellers will fight in melee. It might quickly get bland.
Now, I understand Traveller's strong points are in its simplicity (compared to other games), yet it still manages to provide a huge variety and options. I come from a lot of complex RPGs where calculating outcomes took enough effort to break the flow of the game. So here, I have musted some rules that will add variety to the close combat, hopefully, while being in the spirit of Traveller's simplicity.
--------------------
Design principles, which I followed:
1. Consistent with existing rules and structure (faster to get, easier to use)
2. Provide choice - having a benefit and a drawback (a game is about choice)
3. Avoid redundancy (no need to add something that is already in, in some form)
4. Be concise and also provide room for interpretations (as Traveller's rules are)
===Equipment===
Shields - shields (except the buckler) allow parrying weapons which have the SMASHER trait.
Some extremely powerful weapons might be able to bypass the shield as well (ref call).
The shield still provide the bonus to parry.
Design notes: it gives shields another utility role, while having a logical sense. Some bigger shields should provide minor armor bonus vs ranged attacks.
Daggers can't parry.
REACH trait - Only for very long weapons (like pikes). Allows the traveller to make attacks without actually being locked into close combat. However, if within the weapon range (4-5 meters), his opponent is being locked into close combat and any attempt to move away from that range (either in or out) allows for an immediate free attack with bonus +2 to hit (only one per round). However, if an opponent locks the traveller in close combat (by moving close), the REACH weapon can't make attacks.
Design notes: the REACH weapons are situational and benefit in organized combat, like several travellers wielding pikes, covering a location. Any attempts to go through that location will likely provoke a flurry of attacks from the pikes. This trait required a modification of an existing rule, which I hope, is simple enough. It simulates movement restriction by creating a threat rather than artificially restricting movement, similarly to how overwhelming a character with fire, making him dodge/dive simulates being suppressed.
POLE trait - Grants boon on the attack if the target is running towards the Traveller (moved 10+ meters).
Design notes: weapons which can be prepared to use the opponents' momentum against them. However, if too few weapons have this trait, it can be as part of their description.
===Maneuvers===
Grappling - Travellers can use Athletics (dexterity) as an opposed check to escape grapple or avoid being caught in grapple.
Travellers can use Athletics (strength) to initiate grapple, but only to perform force opponent prone and dragging opponent actions, if they win the opposed check.
Design notes: providing a few options for some characters who might not have melee (unarmed) skill.
Parrying - a reaction. Instead of giving flat -DM to the attack, the parry makes the defender roll an opposite melee check versus the attack. Success means a successful parry. Success with 6+, allows an immediate riposte which is a single attack with +2 to hit. The attacker can also react vs the riposte, but it cannot trigger another riposte.
Design notes: It makes parry different than dodge. The opposite roll increases the range of the effect - make a low roll and receive extra damage; make a good roll and riposte. As a downside, it's an extra roll compared to the flat DM.
Feint - minor action. An opposed Deception (dex) vs Recon/Investigate (int) check. Winning grants boon on the next attack versus the same opponent if made in the same or next round.
Design notes: grants a minor boost to the attack, similarly to aiming (which is only reserved for ranged attacks). The boon is more luck based, but the traveller has to make the check. It gives a little combat advantage to some rogue-ish type of characters. The opposed check is deliberately not a melee check.
Trip - Some weapons allow for tripping an opponent from distance. This calls for the normal opposed grappling check (major action), but the winner can only force his opponent prone. Unlike normal grapple, this maneuver doesn't engage in grapple because of the distance between the combatants.
Design notes: Using long hooked weapons to trip mounted knights or someone sprinting without going too stray from the default rules.