*
Welcome, Guest. Please login or register.
April 20, 2024, 12:52:30 AM

Login with username, password and session length

Donate

We Appreciate Your Support

Members
Stats
  • Total Posts: 1689751
  • Total Topics: 118293
  • Online Today: 786
  • Online Ever: 2235
  • (October 29, 2023, 01:32:45 AM)
Users Online

Recent

Author Topic: develloping combat system  (Read 1802 times)

Offline The_Wisecrack

  • Mad Scientist
  • Posts: 744
    • Easy Painter
develloping combat system
« on: December 04, 2008, 11:19:45 PM »
i want my zombie rules combat system to be much better (what with the wargames factory zombies inevitably coming up) here they are now. (with an example character for you to see. i don't want any evil empire style complicated rules. just something to make them a bit more thorough.

5. COMBAT
Combat is as follows.
1.   Both players roll a dice.
2.   Highest dice wins the roll off and the enemy player moves back an inch.
3.   Then the winning player rolls their attack dice. They need / 6+ for a zombie/ 4+ for a werewolf or vampire/ and 3+ for a hero (good) or a necromancer.
4.   save rolls follow
5. Any failed saves are rolled again for wounds..

Helen, female surviving hero: 50
Wounds: 3
Save roll: 4+
Attacks: 3

Zombies: 5
Wounds: 1
Save rolls: 5+
Attacks: 1

for anyone who wants the rule set its only 3 pages long and a quick read.
looking forward to any comments you all have.

Thanks in advance.
EZPAINTER.CO.UK/BLOG

Offline MuleSkinner

  • Librarian
  • Posts: 172
Re: develloping combat system
« Reply #1 on: December 05, 2008, 12:06:00 AM »
i might be missing the point but i don't get the losing player moves back an inch bit.
in a game with zombies i can't see how it would work as i've never heard of a zombie retreating. they just keep coming till you put them down don't they?
Minor skin grafts can be performed on pigs by covering any cuts and grazes with thin strips of bacon.

Offline wolfgangbrooks

  • Mad Scientist
  • Posts: 522
    • http://www.recreationalconflict.com
Re: develloping combat system
« Reply #2 on: December 05, 2008, 02:59:59 AM »
They don't have a good sense of balance, so when they attack in close combat it's relatively easy to put them off balance and shove them back.

If those are your stats I'm kinda interested, but then again it seems similar to one I'm working on. :)
Recreational Conflict: www.recreationalconflict.com

Jibbery style oinkery which don't make no damn sense.

Offline The_Wisecrack

  • Mad Scientist
  • Posts: 744
    • Easy Painter
Re: develloping combat system
« Reply #3 on: December 05, 2008, 05:22:41 PM »
i took the idea from the lotr system. it should say 1cm i will fix that. but it is so that when i put in charging and tackling rules it gives a reason to do so. if a miniature is stuck in combat turn after turn then it becomes pointless. and its a fight to the death. think of it as
fighters slash at each other
one slips and falls back (stumbles)
other gets a stab in.

but i still need to develop them to make it. less tedious.


TW

Offline dijit

  • Scatterbrained Genius
  • Posts: 3736
  • And when Eric eats a banana...
Re: develloping combat system
« Reply #4 on: December 06, 2008, 02:56:42 PM »
I've done something similiar in my own rules, their a little more complicated, but you can always take a look and see what you think, you might be able to get some ideas, or even help refine my rules.
Anyway you can find them here:
http://www.crimsondusk.webs.com/
Dijit80

 

Related Topics

  Subject / Started by Replies Last post
7 Replies
4167 Views
Last post October 15, 2006, 02:17:13 PM
by Westfalia Chris
17 Replies
9115 Views
Last post May 17, 2007, 07:11:55 PM
by walktapus
0 Replies
1970 Views
Last post September 22, 2011, 11:56:08 AM
by pauld
3 Replies
1771 Views
Last post February 05, 2012, 06:57:43 PM
by Luckyjoe
22 Replies
4805 Views
Last post November 28, 2012, 08:22:36 PM
by Dr. The Viking