Combat Micro-System for Other Modes of Play & Resolution Granularity

The Concept

I have been recently writing some new thoughts and text of the v0.4 play test of RiftWalker. In this I have been thinking about the various levels of “granularity” that would come from multiple parts of play, ranging from simple and fast; to complex and slow. This would be to enable groups to have as much “granularity” as they wish in any type of scene. Typically, in fantasy tabletop roleplaying games; combat has the most moving parts; the most depth and stakes. The game ‘zooms in’ and allows for additional points of damage and armour to apply, and powers/abilities get more specified. While many different games focus around one mode of play, such as combat, wilderness travel or dungeon crawls; very few have micro game systems for all of them. The few that do, have the issue of completely different game play styles for each micro system. For me as a GM, I often thought, what it would be like to have universal levels of “granularity” that can be applied to any scene type? The same “zoomed in” or “zoomed out” mechanics that could be applied to different story beats and adventure structures. This would be great in the application of RiftWalker being a sort of “universal” style game. Many of the features are around the players coming up with their own character narratives, with rules and mechanics encouraging a sort genericism and individual creativity. Roles, powers, backgrounds, pools all enable the players to bring their own flavour. For RMs (Rift-Masters), the simple universality to the resolution mechanics, encourage creative storytelling and play, while still having some tactical play. To further this, I have put together some ideas below that are the ‘passing of time’ success mechanics. These of course could all be modified by other mechanics such as powers, assisting and other action types, modifiers etc. This is in line with one of the original design principles of RiftWalker, which is to have action types that fit in and outside of combat. It might just need some creative reframing or renaming (I have not decided which yet).

 

 

4 Resolution Options

  • Simple - A single “all round” check for a task - this is a pretty common way that game masters typically speed up modes of play that want to be brushed over. Succeed or fail. Eg roll a check to see if you get through the entire downtime and rest/watch cycle, without any hinderance.

  • Tracker - Multiple checks (one from each player), to get a total level of needed successes. This represents the passing of an extended period of time. Eg can all of you please tell me what you would contribute to the wilderness journey (perception, foraging, pathfinding etc)? If the group is short some needed successes, then there would be consequences as applicable.

  • Core - Each task is played out, one by one, player to player; requiring a success to pass each one. This is the core narrative mode of play as with any typical TTRPG. Eg one player is trying to open a chest in a room, another is deciphering runes on a wall and a third is trying to kick in an exit door. Each success and failure are a discrete activity, with their own outcomes.

  • Complex - This is where the game zooms in. Each success is the application of conditions or damage to pools (eg health points) that overall reduce the threat of a challenge. Attack and defence ratings apply. Eg the group are fighting a dragon, each makes a discrete attack check to lower its endurance HP score, and makes defence checks to avoid its sweeping attacks. Each RW takes turns in this.

 

 

Combat Micro-System & Examples

The novelty of the typical ‘combat’ mechanism as the ‘extended’ play style was an idea that I thought could work. This is the application of the “Complex” style as above, to multiple scene types. I look forward to trying it out at my table. The concept as it stands; is to replicate combat in other formats. I have linked the full text of the core rules, and the combat system, for reference. Rules v0.3 RiftWalker But overall, like in many fantasy TTRPGs, the players take turns attacking foes. The GM will then take their turn, applying threats (attacks) that the players will ‘defend’ against, using the appropriate stat; and set the scene for the players. There are other elements, such as alternate objectives; obstacles and monuments; and affecting terrain that will affect what the players choose to do. The idea is for this system to apply to a variety of scene types. This more robust system is perfect for a meatier, more tactical challenge, while still applying narrative sense to it all. It is worth mentioning that in RiftWalker combat the Pools (stats) are used creatively to resolve a variety of different action types. However, they are also used more robustly.

The typical combat system, but for all TTRPG scenes.

Keeping this in mind, for other scene types, one simply must select the types of challenges that the GM will throw at players (like monster attacks in combat), and the types of checks that would typically resolve them (stats and abilities). A consideration must be also made for ‘passive’ obstacles (such as terrain and monuments in combat). One can break the top attack framework into a core threat ‘HP’ pool, a secondary threat ‘HP’ pool and one to reduce the threat of the core challenge; like the typical combat system, that provides variety and multiple approaches, tactical decisions and courses of action for players. Certain checks have negative modifiers like in specific combats, and there must be ways to reduce this. There would be a win and loss condition to these encounter structures. Of course, this is just a typical breakdown and creative application of Pools and Skills, are always welcome and are the heart of the system. Taking damage from these sorts of encounters certainly would do a great job at ratcheting up the tension, such as in combat. These are tougher narrative beats that can provide more complexity. I have explained the Combat example and some other applications of the scene types.

 

Combat

Defeating a foe in a fight of various types.

  • Active GM Threats - Monster attacks and abilities

    • Might – block melee attacks and stop being tripped, pushed or break from a bind etc

    • Speed – avoid ranged attacks, area of effect attacks, slip free of chains and

    • Mind – Block WillPower mind attacks – avoid mind reading effects and illusions

    • Social - Block WillPower social attacks – avoid mind shaking effects and mind control abilities where you would act differently, or stunning effects

  • Passive Obstacles - Terrain, environmental effects, obstacles, monuments, secondary mission objectives

  • Core Threat Pool - Monster HP. Might for melee attacks and Speed for ranged attacks affecting Health Point reduction, wounding or killing an enemy.

  • Secondary Threat Pool - Monster Morale. Social for intimidation, reason or other communication types to make the foe run away or give up. Non lethal attacks instead of death.

  • Threat Reduction Pool - Tactics. Mind for ways to hinder or reduce the threat of the foe. Making them easier to hit by reducing the negative modifier they roll with.

  • Loss Condition - PCs are captured or killed by the opponent, or they flee when the fight goes south.

 

Travel

Lare scale wilderness, caves, space station locations that force the group to gather resources in order to arrive safely to a destination. This is a journey, not a delve.

  • Active GM Threats - monsters, weather effects, terrain effects

    • Might - clearing paths and athletics - exhaustion defence

    • Speed - hunting, scouting - terrain effects defence

    • Mind - looking out, foraging, - resources loss defence

    • Social - conversing with travellers - weather morale defence

  • Passive Obstacles - fatigue, encumbrance, getting lost, need for food and water, time

  • Core Threat Pool - progress to the journey. Might and social towards making this progress. Get to the destination with least erosion.

  • Secondary Threat Pool - seek - find additional details on your journey with Mind - more learning instead of faster travel.

  • Threat Reduction Pool - bypassing the threats, speed checks to make the journey smoother and reduce its threat.

  • Loss Condition - The journey must be abandoned, or there are heavy consequences to the journey.

 

Extended Communication

Negotiation, persuasion, dealing, hearing, debate, plead and bartering with an NPC to get your way.

  • Active GM Threats - social manipulation and put downs, quips and social punishment, need for bribes or titles

    • Might - intimidate or athletically perform - defend against intimidation and social might

    • Speed - sleight of hand tactics and misdirect - defend from quick witted tactics and misdirection

    • Mind - learn your opponents wants and needs (interests) - stop an ego rend or shock

    • Social - social, insight and morale, attacks with wit - stopping conversational attacks, being read and core social defence

  • Passive Obstacles - other witnesses stop specific words being said - consideration of station and pc titles, time, context of discussion, time in the form of NPC patience

  • Core Threat Pool - Negotiate - using mind and social to get your way in a social encounter. Get the most from the discussion as a win condition.

  • Secondary Threat Pool - Bewilder and Overwhelm - use speed to out play and confuse your opponent. Faster resolution instead of considered outcomes.

  • Threat Reduction Pool - Press for information with intimidating might to overwhelm the opponent and reduce its threat.

  • Loss Condition - There is no bonus or advantage to the PCs, they are in a worse off condition socially (embarrased, loss of narrative stance etc).

 

Exploration/Crawl

Slow and methodical pacing through interior dungeon or room locations; city or town locations; environmental locations; or anywhere that you want to focus on. The want to learn along the way and avoid dangers. Think of this as the typical session or encounter delve.

  • Active GM Threats - traps, hazards, npcs

    • Might - carry capacity, push past tough obstacles and athletic prowess - defend from large and heavy defences

    • Speed - fine motor skills and sneaking or fast moment- defend against traps and environmental movement scenarios

    • Mind - searching and perception - defend against puzzles and mind resilience effects

    • Social - attention grabbing scenarios, npc discussion and —- - defend from fear of no light and resources or morale checks

  • Passive Obstacles - obstacles, puzzles, terrain

  • Core Threat Pool - search with mind and speed to find the way forward. Get to the end through a deep search.

  • Secondary Threat Pool - overturn the environment with might. Push through with haste, instead of uncovering more along the way.

  • Threat Reduction Pool - boost spirit of the group with social to reduce threats (almost a boost rather than reduction in a narrative sense)

  • Loss Condition - There is nothing learned, great amount of damage taken and in a great loss, the exploration must be abandoned before the PCs eventually die.

 

Heist/Siege/Location Defend

Siege, attack, infiltrate or defend a location to steal, protect or damage it. Preparation and resolution are the core subsections to this scene type.

  • Active GM Threats - traps, guards, opposing forces, hazards, defences, building toughness

    • Might - to bash through defences and fight foes - defend from exhaustion and waves of elites

    • Speed - dexterous activities, stealth and fine motor skills - defend from shooting traps and movement hazards

    • Mind - searching, perception and planning - defend from overwhelming plans and puzzles

    • Social - npc interaction - defend from morale checks and the horrors of the fight

  • Passive Obstacles - time, terrain, defences, weather and other context and genre specific considerations

  • Core Threat Pool - seek advantage over the location and enemy through speed and might. Overwhelm and destroy your foe at the location.

  • Secondary Threat Pool - outlast the opponent with mind resilience. Win with stamina and attrition, instead of all out faster strikes.

  • Threat Reduction Pool - outwit and outplay the opponent with social to reduce its threat

  • Loss Condition - The PCs are captured or killed. The siege is unsuccessful.

 

Investigation/Mystery

A time for murder or other mysteries, or when a specific moment needs deep investigation and analysis. Uncover the truce, collate clues and accuse a threat before time is up.

  • Active GM Threats - active subterfuge and lies, many options, chases, traps and light combat

    • Might - the strength to accuse and carry capacity - defend from light combat and traps

    • Speed - when time is needed, and unlocking fine dexterous skills are needed - defend from chases

    • Mind - collection of clues, secrets and uncovering truth - defend from hidden facts and ego bruising

    • Social - performance, interviewing witnesses and insight - defend from misdirection and morale from unintended outcomes

  • Passive Obstacles - time, terrain, traps, magical defences, scarcity of knowledge

  • Core Threat Pool - uncover the truth with mind and social. Find the most complete answer to the mystery.

  • Secondary Threat Pool - break resolve with might. Win through brutal attrition instead of subtle information gathering. Find an answer.

  • Threat Reduction Pool - race against time with speed before the truth slips away to reduce the difficulty threat

  • Loss Condition - The answer eludes the PCs. The perpetrator gets away and the PCs have wasted a great many resources. In specific circumstances, they are unable to stop a ritual form happening, a murderer continues their spree etc.

 

Final Considerations & Next Steps

Of course these are not the only types of scenes, but they can be applied to a great many number of situations. Other thoughts could be a ‘Chase’ that merges ‘travel’ and ‘crawling’ ideologies above. A ‘war preparation and resolution’ minigame could be a mixture of ‘combat’ and ‘siege’. It is worth thinking about that the acts of these scenes intermingle. You can see for example, that combat is a part of the other scene types. This is by design, as it is a likely threat of some of these scenes. As this is not play tested yet, the examples might need refining. There could be some difference in terminology. Is this too much? Are the ideas too prescriptive? Is there too many sub-words? Is it confusing or immersive? Let me know what you think of my system; if you would use it at home or if anything needs refining.

 

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