New combat maneuvers.

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JoeArcher
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New combat maneuvers.

Post by JoeArcher » Mon Sep 01, 2014 3:28 pm

As I'm working on porting our WFRP campaign over to TOR, I created 10 new combat maneuvers, trying to cover some of the stuff possible by action cards. Initially I was thinking about letting these be abilities you buy, but instead I made them general combat maneuvers and then created some special abilities to cover some of the WFRP careers.

Just an initial rough draft of the maneuvers here: https://www.dropbox.com/s/ssbb71d7t0mnv ... s.pdf?dl=0

I stole a couple of ideas right from Rich H.'s rulebook though :)

Glorelendil
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Re: New combat maneuvers.

Post by Glorelendil » Mon Sep 01, 2014 4:25 pm

I like how you're embedding the die runes in the text. I'm going to have to start doing that. Will save me from typing "on an extraordinary success..." repeatedly.
The Munchkin Formerly Known as Elfcrusher
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Hermes Serpent
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Re: New combat maneuvers.

Post by Hermes Serpent » Mon Sep 01, 2014 4:41 pm

Now Elfcrusher as a coder I'm sure you are familiar with Find and Replace ;) . I'd use a code like PPP when writing and do the F&R to switch that for the actual phrasing. It makes things so much easier for someone who has to use a speech program for reading text if there are no special symbols plus there's the caveat on the runes being released by C7 (non -commercial use only IIRC).
Some TOR Information on my G+ Drive.
https://drive.google.com/folderview?id= ... sp=sharing
"The One Ring's not a computer game, dictated by stats and inflexible rules, it's a story telling game." - Clawless Dragon

Glorelendil
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Re: New combat maneuvers.

Post by Glorelendil » Mon Sep 01, 2014 4:47 pm

Hermes Serpent wrote:Now Elfcrusher as a coder I'm sure you are familiar with Find and Replace ;) . I'd use a code like PPP when writing and do the F&R to switch that for the actual phrasing. It makes things so much easier for someone who has to use a speech program for reading text if there are no special symbols plus there's the caveat on the runes being released by C7 (non -commercial use only IIRC).
I do all my writing in Google docs and (confession incoming) I have no idea if it even supports special symbols. It probably does.

I'm also super envious of the layout zed showed us the other day. Wish that software was cheaper.
The Munchkin Formerly Known as Elfcrusher
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Hermes Serpent
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Re: New combat maneuvers.

Post by Hermes Serpent » Mon Sep 01, 2014 4:58 pm

I do just about all my stuff in Office Libre, a forked version of Open Office, which works well with dealing with Word's special snowflake formatting and can easily pop out pdf's. As it has the same collection of office tools as MS Office it deals with those other tool formats mostly OK. Spreadsheets are the usual problem as some features in the latest version of the MS product are not yet supported making some of the fancy spreadsheet character sheets non-functional without Excel.
Some TOR Information on my G+ Drive.
https://drive.google.com/folderview?id= ... sp=sharing
"The One Ring's not a computer game, dictated by stats and inflexible rules, it's a story telling game." - Clawless Dragon

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zedturtle
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Re: New combat maneuvers.

Post by zedturtle » Mon Sep 01, 2014 7:09 pm

Elfcrusher wrote:
Hermes Serpent wrote:I'm also super envious of the layout zed showed us the other day. Wish that software was cheaper.
There's a (potential) solution for that... Get your rules in finished format and then let me have a crack at them, formatting wise. Can't say that I wouldn't make rules suggestions at the same time, but I'd respect you have the final call.

Reminds me that something I'd love to do as a biannual or quarterly thing; new rules and setting options, done up real nice. Could never be C7 approved, of course, but it'd be fun.
Jacob Rodgers, occasional nitwit.

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Glorelendil
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Re: New combat maneuvers.

Post by Glorelendil » Mon Sep 01, 2014 7:21 pm

As to the maneuvers themselves, I put Break Lines and "Taunt" in my own version of this, and would like to see those in the game. There has been some discussion about "Tactical Acumen" and I think there's room for it, but I don't think we've hit on the right mechanics yet.

Most of the other ones, in my opinion, start to drift from the flavor of TOR and that makes it a refreshing alternative to other RPGs (and MMOs). But I know there is a faction on these forums that wants flashier combat, so they're probably the market for this more than I am.

One thing I've been learning while tinkering with TOR is to try to use the same patterns established by the core rules, instead of inventing new mechanics. The idea of "spending" Endurance to power a special ability has been proposed before (e.g. in discussions about "magic") but there's no precedent for it in the game, and I know many TOR fans will be resistant to it for that reason.

Furthermore, if you look at cultural Virtues and see what you get for spending a point of Hope, in general they are less potent than what you are proposing you get for a mere, easily-replenished, 2 endurance. The Hope mechanic is core to the game: if you want to do something "special" in combat you have to use a finite & precious resource. Adding new, powerful abilities that allow you to bypass the Hope mechanic, with something that feels like a move toward AEDU mechanics, is a pretty major philosophical shift.
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zedturtle
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Re: New combat maneuvers.

Post by zedturtle » Mon Sep 01, 2014 8:12 pm

Be aware that Joe has previously indicated that he is using The One Ring system to play in Warhammer fantasy. I think these combat maneuvers are intended for that purpose not for general use.
Jacob Rodgers, occasional nitwit.

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JoeArcher
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Re: New combat maneuvers.

Post by JoeArcher » Mon Sep 01, 2014 11:09 pm

zedturtle wrote:Be aware that Joe has previously indicated that he is using The One Ring system to play in Warhammer fantasy. I think these combat maneuvers are intended for that purpose not for general use.
Maneuvers updated, so all have an EYE effect, to create risk.

I'd like to add some more combat options when we start playing in Middle earth too, but yes these are intended for the light warhammer conversion.

I agree with you elf, when I look at the RAW mechanics using hope. My general idea was:

Add two offensive attacks for forward stance, one with a penalty making it more likely to become wounded and another penalty of the next attack being at a disadvantage. One attack to hit multiple enemies and one power attack.

Two attacks for open stance that are somewhat middle ground or of a utility/tactical nature.

In defensive stance I wanted two defensive maneuvers that would replace attacking.

For ranged attacked I wanted to add a tactical element too.

I tried to get some synergy between stances.

Glorelendil
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Re: New combat maneuvers.

Post by Glorelendil » Tue Sep 02, 2014 12:54 am

zedturtle wrote: Reminds me that something I'd love to do as a biannual or quarterly thing; new rules and setting options, done up real nice. Could never be C7 approved, of course, but it'd be fun.
I love this idea. Create an editorial group ("C8") to vet & update content, then make it pretty and publish it.
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