Spicing Up Combat

Clovenhoof

Mongoose
Folks, the first part of my post is just about a current discussion between me and my GM, you may safely skip this part until the first line in bold print.

Last night our GM sent me an email that he wants to massively rework the whole combat maneuver system, unfortunately in a way that I don't agree with.
FYI, he's thinking of a "maneuver point" system, where you keep track of the points by which your attacks beat the opponent's defense. For instance, if his Defense is 18 and you roll a 25, you gain 7 maneuver points. When you have accumulated enough points, you may pull off a maneuver, such as Pantherish Twist (making your opponents attack each other), and your point reserve drops accordingly.
(Now that I write this, I think he got this idea from computer games like WoW where you build up Rage Points to pull off stunts)

His issues with the standard rules are that many of the maneuvers as written are useless (here I agree) and players will want to spam the more useful maneuvers as often as possible, which he considers "unrealistic and eventually boring".
I contend that I am not interested in a simulation of reality, and I consider the realism argument moot in a Sword&Sorcery game; and more importantly, that I find it excessively boring to stupidly roll down each other's hitpoints in a war of attrition until finally someone has got some spare points for a maneuver. Also, a resource-based system will still not mean that maneuvers are carried out when climatically appropriate, but only when the player has accumulated enough maneuver points.

I also am loth to radically change the system, especially as I have played and GMed Conan before and he didn't, but he immediately wants to change everything without really having tried it. In my response I am suggesting that we should rather make careful and small changes instead of getting a whole new system.

When writing all that, I again realized how most characters in Conan are One-trick Ponies, with only very few real options to pull off, so of course it's only a matter of time before things get repetitive and, ultimately, boring.

How can Combat be made more diverse?

No, this time I'm not talking about the bloody two-handed weapons, that subject has been done to death, and a really good solution is yet to come up. For the sake of this argument, let's just assume that the various weapon styles can be considered equal.

In my opinion, what we need is rather _more_ Combat Maneuvers, and they need to be more easily accessible.
* the effective feat cost needs to be reduced for several maneuvers;
* some feats could be merged to be more useful and attractive;
* some feats could be entirely changed into general maneuvers (Power Attack would be such a candidate)
* some feats could have less hefty prereqs. Also, the prereqs need to be plausible and thematic, not just imposed for balance reasons. Example: Whirlwind Attack requires 4 feats, most of which really have nothing to do with emulating a little tornado with a blade.
* and last not least, characters should get more feats. For comparison, the somewhat similar D20 derivative Iron Heroes (also magic-free) gives you one extra feat at _every_ level. For Conan, it might be a good start to give a character feat at every odd level, plus the usual favoured class bonus feats. If nothing else, there should be some extra feats in the second half of the game (levels 11+).

I consider a combination of several (if not all) of these steps necessary to allow broadly skilled characters. We really need to get away from this one-trick approach carried over from D&D.

The problems with the current combat maneuvers are that they often are ill-balanced, and either require very harsh prerequisites, or bestow a very minor benefit at the cost of a much bigger drawback. Others would be okay if they worked, but have a ridiculously small chance of success.

One idea to reduce randomness would be to replace all opposed Strength checks with opposed Attack rolls, and opposed Dex checks with opposed Reflex rolls. Even more preferable would be to require just a single die roll, no opposed checks or followup rolls.

Generally, combat maneuvers should be easier to qualify for, easier to carry out and more powerful in effect.
Of course we don't want to see a maneuver spam where one particularly effective move is repeated over and over like in a bad Beat-em-up video game. But that is easily fixed as well. Simply impose cumulative penalties for each repetition against any opponent you observed you using the same maneuver before. That way players will use any particular maneuver only once, maybe twice per encounter.

Particularly powerful combat maneuvers might have to be paid for with a Fate Point. Or maybe just introduce a new, more flexible currency that isn't as static as the Conan Fate Points. More like Bennies in Savage Worlds; easy come, easy go.

That would be my thoughts on the matter so far. What do you think?
 
I don't make the combat more diverse by changing the system. what I do is give vivid descriptions of the actions and effects of combat, I use examples heavily from the Conan stories themselves-blood, gore, blades singing, etc.
the game mech remains the same but I try to make it more "colorful" with descriptions, that's all.
 
If your DM wants to do that, I'd suggest going with one of your ideas as an alternative.

You mentioned a system in which players get feats at every level. What about unlocking a new manuever at every level instead of having feat requirements? Also, at first level, choose three "basic" manuevers instead of just one.

You are absolutely right, there are a great deal of manuevers but overall they are either A) too hard to use or B) too boring/innefective or C) Neither, and get used all the time.
 
This look complicated as hell

Why not just rule you can't use the same maneover against the same opponent more thance once per combat? (or you get a penality)

manoever point, look like a 4th ed things lol
 
I try to keep things simple. Keep the game flowing/moving, make up stuff (as a GM) if you have to. the key thing is to have fun, not make NASA researchers with rule sliders envious. My 2 cents, I focus on the story, not "maneuver points" or whatever.
 
The concept of building up maneuver points is interesting, but being a hater of accounting, I can see the problem with it.

Rather than try to make the PCs more interesting, which just complicates the game, the burden should be on the GM to make combats more interesting.

There's more to life than the big bad, the horde, the clones. Put people next to cliffs. Enforce cutlass rules. Spread a hundred archers with 1HP out 20' from each other. Make 5' hallways/doors. Put godlike artifacts in the shaky hands of baddies. Slick floors. Have combats in the middle of traps, in the middle of major battles. Take away the PCs weapons. Mind control PCs into fighting each other. Have contest combats where you score points each round and the combat lasts only 3 rounds.

I've been thinking a lot about L5R recently, a system with I think has significantly less viable options unless you count determining how many raises to call, yet a system more one-shotty than Conan. I'm fine with it. There's a lot of interesting metagaming both due to the RPS nature of the game but also depending upon how many foes there are. You can argue that L5R has distinct styles of combat that Conan doesn't, but again, it's the GM's responsibility to ensure that the party faces a variety of opposition.

While you don't do it all of the time, a GM should be specifically neutralizing the strengths of the party to force PCs to use a variety of tactics.
 
@decker:
just working with descriptions without any mechanical implications, I tried that years ago but it got old pretty quick. Of course it's quite easy for the GM to use colourful descriptions of what happens _after_ the damage roll is made, but I would like to see more active player involvement.
Players usually are intrigued at first but get disappointed when their marvellous description of how they want to chop their opponent's leg off translates to "8 points" and absolutely nothing happens except that their foe has 43 instead of 51 hit points left.

@Teriudin:
on my current whim I think I'd opt for giving character feats every other level instead of every third (i.e. 1,3,5,7 etc) and Favoured Class feats at 1, 4 and 8 to avoid feat clusters. And in the same vein I'd merge some feats etc. what I wrote above.

Your idea of buying maneuvers at a rate of 1/level isn't bad either, certainly worth considering. But I guess it would require some serious rebalancing.

@treeplanter:
um, yeah, that's exactly what I wrote. Well, part of it. ^^
 
I think the Combat Manuevers are great, but I agree that A) some are lame; B) some of their prereqs are too steep; and C) some too useful and used too often.

I for one, have just this minute decided that all manuevers must be learned in game and then can be used whenever. I will use the existing prereqs as guideline as to when to award them to my PCs. I think that having Combat Manuevers as an additional award for PCs is a good tool to wield.

The "maneuver points" are too complicated, but I understand the impulse. It always bugged me that one could hit with an 18 modified to a 25 or whatever and do 4 points of damage and someone else could hit with a 12 modifed to a 16 and roll for like 14 points of damage. Didn't the first PC hit "better"? Shouldn't there be a reward for PCs with high attack bonuses?
 
I've had a little conversation with my GM now, looks like we now are in agreement what we want the game to be _like_, we just don't quite agree yet how to achieve this.
He sees my concerns about bookkeeping, but would still like to have maneuver points, though they could be made more manageable by giving like 1MP per +8 result or something, then the MPs could be managed by tokens / poker chips which are easily flipped across the table.
Whereas I would still prefer free/situational maneuvers that carry a repetition penalty.
But I guess we're going to find a common ground somewhere.
 
Give say one manoeuver point per level. Replenished after every fight or when hit points are restored (as preferred - you could even tie replenishment to hit point regeneration if wished).

First use of a manouever costs 1MP. Second use of the same manoeuvre in the same fight costs 2MP. Third costs either 3MP or 4 depending on how you want to play it. Then either add 1 or n-1 (where n is the number of times the manoeuvre has been used thus far in that fight).

Also maybe scrap BAB requirements and have only skill and stat requirements for manoeuvers, thus allowing a greater range at all levels.
 
I'm currently in a 4e DnD game because that's what my gaming group wants to play. We have a new DM who isn't very good at designing combat. He's still stuck in the old mode of just dropping a battle grid with some minis on the table and running things. So my advice to you is similar to what I would give him.

Create interesting and dynamic terrain. Have patches of ice for people to slip on, trees and bushes that people can hide behind, tables and chairs that people can throw at each other or use as cover, or traps that go off at random intervals and might hit anything. By having an environment that really impacts the combat and can has real tactical uses, then if the players are just standing in one spot and using the same maneuver over and over again then that's the fault of the players. When I started using this kind of terrain with my gaming group, they didn't really see the potential of combat encounters like this. But, after the first time the barbarians pushed the fighter onto ice that kept knocking him on his ass while the archers used an old table for cover from the warlock, they figured it out pretty quickly.

Another thing to consider is making the space where combat occurs a little smaller. One mistake that I've noticed our new DM is making is that when he does create terrain for us to fight on, he likes to use the whole fold out battle mat. This means that the interesting and tactically useful terrain may be all the way on one side of the map while we're stuck in a 10' wide corridor at the other side. It is in the nature of combat that eventually the encounter is clumped up because most characters have to be next to their target to hit them. So, I would suggest that making the space where combat will happen no larger than 50' X 50'. That will ensure that ranged characters can stay back and do what they do but that the terrain is still important.

These are things that I never really considered until 4e came out. What makes for an interesting fight isn't as much about the opponents that you put against your players but where and how they have to fight them.
 
One thing I have been considering is a rule they had in the Exalted RPG. It was called "stunt dice." If a player described his action in an interesting way they would be awarded extra dice by the GM for their dice pool. You'd get 1 dice for something like "I swing sword my at his head in a flashing arc"; 2 dice stunts were generally a description that involves the environment of the fight in some way such as "I leap upon the table and swing my blade at his throat"; and 3 dice would a exceptional description like "I go into a fighting stance my shifting feet causing small puffs of dust. My eyes narrow and my jaw sets as the autumn leaves flit slowly to the ground. With the suddeness of a striking snake I launch into my charge releasing a fierce yell. As I close the final feet between me and my opponent I leap into the air swinging my blade so quickly it appears as only a flash of light in the noon sun." Of course its all up to GM discretion :twisted:

I liked this system a lot because it rewarded player creativity. Now admittedly Exalted is a crazy cinematic kung-fu anime game where you play reincarnated demi-gods but I think a similar mechanic could work in Conan; say give a bonus to either hit or damage ranging of +1 or +2 for a cool player description of how they are attacking. I just thought I'd throw this out there because it was a rule I always enjoyed.
 
Some description is well and good, and might be worth a bonus or special effect. But it shouldn't go overboard; the kind of monologue as your "exceptional description" bogs the game down and is eventually going to annoy the other players.
 
Update:
last session we tried out a new combat maneuver system that seems to work reasonably fast, but we yet have to get used to it.

Concept:
everyone gets 3 Tokens (we use tuppence coins) at the beginning of combat. Performing a maneuver generally costs 2 Tokens, but only 1 Token against an opponent several levels (2?) lower than yourself.
Each round you get fresh tokens (1 or 2) and a critical hit also generates 1 extra token.

The main reason for the existence of tokens is to avoid maneuver spamming. (For some reason, the GM is opposed to my suggestion of iterative penalties for repeated maneuvers.) The other reason is that these new maneuvers are supposed to be _effective_, and not a haphazard tradeoff with 10% success chance and huge drawback as most of the current RAW maneuvers. So you pay with a resource - the tokens - to legitimate and regulate the extra punch.

There are active and reactive maneuvers. A reactive maneuver may trigger for instance when your opponent misses with his attack. Active maneuvers are performed on your action.
To encourage players to use maneuvers often and generously, the rules is that you drop your _lowest_ attack to perform the (active) maneuver, but use your _highest_ attack bonus for the actual roll. (For example, if I have BAB +8/+3, I can use a maneuver by sacrificing the +3 attack but make my maneuver roll with +8 )
I'm not sure about reactive maneuvers, but I think they count against your number of AoOs.

We have the normal maneuvers, and several new ones designed by the GM (for instance "Impale"), and everyone can invent new maneuvers at any time. You just have to describe what you want to do, pay the tokens and make the roll, but the GM must determine the exact effect.
 
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