Herzog wrote:So combat....
You have the attack vs agility? If they have armor is it always vs the armor? or whichever is higher? This has been confusing me.
Physical attacks are usually versus Agility, but could be acrobatics skill, appropriate martial arts ability, or whatever else fits the situation. So you could use Armor to substitute instead if it is better, but you would already be using it to resist damage instead. Defensive rolls can be situational and the player can use what makes the most narrative sense.
I have been using Armor as defense against the damage (making it Opposed to the Attack Roll), and ask the players to roll both it and Agility in defense. But that is not what it says in The Window so I should revisit the wording on my reference for running combat. You can use Armor in place of Health Checks on resisting damage against a target number.
How you treat Armor can be open to interpretation and situational as well. Initially I was thinking it would negate damage, but that is probably not always realistic. Bullet versus leather armor would only reduce damage a bit, but full plate could completely deflect a sword’s stroke. However, that is still reflected in the Armor rating versus whatever target number assigned by the GM for the Attack’s damage.
I am learning too and Fallout brought up some things I can do better myself to make it run smoothly in PbP to help players self-resolve. I have gone and updated Armor, Combat, and Damage sections in all three guides now.
I like what you came up with in Fallout (even if you are just figuring it out
) regarding the idea of minions. I think you can categorize opponents into three areas:
1. Pure minions: They defend with Agility (or a substitute), and when they get hit with a weapon capable of fatal damage (i.e. gun or sword), they are dead. That means no Health (or Armor) Check required. If the Attack was a Tie, they are probably only wounded.
2. Minor Foes: They defend with Agility (or a substitute), and when they get hit with a weapon capable of fatal damage (i.e. gun or sword), they roll Health (or Armor) Check to see if the wound is fatal or not. If they fail to resist damage, then they are killed. If they passed, then they suffer reduction of Heath or Armor instead. That makes them easier to kill the next time. If they were already reduced to d30 in resisting damage, then they are dead instead of rolling to resist.
3. Major Foes (and PCs): They defend with Agility (or a substitute), and when they get hit with a weapon capable of fatal damage (i.e. gun or sword), they roll Health (or Armor) Check to resist damage. They might be able to shrug off some damage completely, or only suffer a loss of 1 rung. Failure to resist could be loss of 1 rung or more. I would say this depends on the weapon and the attacker. Even if they fail to resist damage, they are going to be tough enough to take a few hits as their Health and/or Armor gets reduced. Plus they could even have Luck Trait to help save themselves from getting killed too.
In light of this discussion, I am rethinking how I plan to run combat and the meta-game information I provide. For Minions and Minor NPCs, I will perhaps allow Players to self-resolve. But only letting them know if they hit Major NPCs and rolling the Health/Armor Checks myself.
But on the other side of the round, I will let players resolve their defense themselves and write that providing the Incoming Attack Roll to beat and the Target number of Damage to resist. With spells or other atypical attacks, they would need to know more about the failure’s results (i.e. Sleep spell).
- Revised Combat Reference for PbP |
1. Combat in the Window is relegated to the status of just another scene, without a whole chapter of complex rules to manage it. In most stories, combat is nothing more than a fast and exciting byline to a larger plot, and it can be handled using the same simple rules used for everything else. Simply put, it is not about dice rolling, but about writing and describing the action.
2. There is no Initiative, so effectively I will resolve actions in the order they are posted or consider them to happen simultaneously if that is more appropriate in a situation.
3. Combat in The Window uses opposed checks and on the surface it can appear that it could slow down combat resolution. However, I am going to provide some meta-game information so you will be able to self-resolve some of your actions. You will roll your offense die and the opposition’s corresponding defensive die when provided. For some foes, Health/Armor Check information will also be provided to potentially resolve the wounds too. So you will at least know if an action is successful and for lesser foes, you could also know whether you killed them. For tougher foes, I will resolve their Health or Armor checks when attacks are successful.
4. When the foes take actions against your characters, I will end up rolling your defensive checks if the results are needed before others can act. Other times I will provide the result of an Attack Roll and the Target to resist the damage of the attack if it hits, leaving you to write up the results in your narrative.
Because Luck can come into play by providing a means of negating or mitigating the opposition’s success that will always be left up to the players. As a last ditch effort, you can sacrifice a rung of Luck to negate a failure (effectively achieving an auto-success on the Health or Defensive check the GM rolled). Until we are all familiar, I will try to let you know when situations occur where Luck can come into play.