Richer combat
Posted: Wed Dec 20, 2017 7:27 pm
Over at Enworld I found 5e Roshambo-Style Theater of the Mind Combat and bought it from DMs Guild to check it out. It's a really interesting, creating approach to gridless combat that still allows tactical decision-making.
So of course I immediately thought about how to adapt it to TOR. As much as I love TOR, I've always wanted just a bit more complexity/richness from combat. In particular I'd like to see more options for protecting other players other than spending all your Hope on Protect Companion, and introduce some more incentives to use stances other than Defensive.
Here are my initial thoughts about how to make it work (the author of the original gave me his blessing to lift as much as I wanted). It also requires a few concepts from 5e.
Terms
Engagement:
This has pretty much the current meaning and is reciprocal. If A engages with B, B is engaged with A.
Attack of Opportunity:
If you are engaged with an enemy (or enemies) and break off the engagement to do something else, the enemy gets a free bonus attack against you.
Disengage:
You can give up your attack for this turn in order to break off an engagement without provoking an Attack of Opportunity.
Reaction:
Once per round you may take a Reaction, on somebody else's turn, in response to something they do. Once you take a Reaction you won't be able to take another until after your next turn. (In these rules there are basically two reactions: Intercept and Attack of Opportunity)
Range:
There are two ranges: "Near" and "Far". Anything Near is close enough that you can move to it, engage with it, and attack it in one turn. Anything Far can be attacked with a bow, but to engage with it in close combat you will have to Dash.
Rules
When you Engage an enemy it means you move to it, engage it in close combat, and make an attack. This breaks off current engagements (see Attacks of Opportunity below).
If an enemy tries to Engage somebody, you may use your Reaction to Intercept them. This prevents them from engaging their target and engages them with you instead. This also breaks off current engagements.
When an enemy with whom you are engaged tries to either Engage or Intercept somebody else, you get an Attack of Opportunity.
Stances
Forward: allows you to engage a Far enemy (although you can't attack this turn), or allows you to engage a Near enemy without being Intercepted.
Open: required to Intercept normally.
Defensive: You can Engage one new target per turn without breaking off current engagements (or provoking Attacks of Opportunity), however you can only Intercept by spending a point of Hope.
Rearward: this is unchanged, although it should be noted whether Rearward companions are Near or Far relative to Adversaries.
Adversaries
Although Adversaries don't formally have stances, they are considered "Open" in terms of using Intercept. Abilities like Great Leap and Fell Speed give Adversaries a benefit similar to Forward stance: they can either Engage without being Intercepted, or Engage Far opponents.
I'm sure this first pass has holes and contradictions. Please point them out! And give other feedback...
So of course I immediately thought about how to adapt it to TOR. As much as I love TOR, I've always wanted just a bit more complexity/richness from combat. In particular I'd like to see more options for protecting other players other than spending all your Hope on Protect Companion, and introduce some more incentives to use stances other than Defensive.
Here are my initial thoughts about how to make it work (the author of the original gave me his blessing to lift as much as I wanted). It also requires a few concepts from 5e.
Terms
Engagement:
This has pretty much the current meaning and is reciprocal. If A engages with B, B is engaged with A.
Attack of Opportunity:
If you are engaged with an enemy (or enemies) and break off the engagement to do something else, the enemy gets a free bonus attack against you.
Disengage:
You can give up your attack for this turn in order to break off an engagement without provoking an Attack of Opportunity.
Reaction:
Once per round you may take a Reaction, on somebody else's turn, in response to something they do. Once you take a Reaction you won't be able to take another until after your next turn. (In these rules there are basically two reactions: Intercept and Attack of Opportunity)
Range:
There are two ranges: "Near" and "Far". Anything Near is close enough that you can move to it, engage with it, and attack it in one turn. Anything Far can be attacked with a bow, but to engage with it in close combat you will have to Dash.
Rules
When you Engage an enemy it means you move to it, engage it in close combat, and make an attack. This breaks off current engagements (see Attacks of Opportunity below).
If an enemy tries to Engage somebody, you may use your Reaction to Intercept them. This prevents them from engaging their target and engages them with you instead. This also breaks off current engagements.
When an enemy with whom you are engaged tries to either Engage or Intercept somebody else, you get an Attack of Opportunity.
Stances
Forward: allows you to engage a Far enemy (although you can't attack this turn), or allows you to engage a Near enemy without being Intercepted.
Open: required to Intercept normally.
Defensive: You can Engage one new target per turn without breaking off current engagements (or provoking Attacks of Opportunity), however you can only Intercept by spending a point of Hope.
Rearward: this is unchanged, although it should be noted whether Rearward companions are Near or Far relative to Adversaries.
Adversaries
Although Adversaries don't formally have stances, they are considered "Open" in terms of using Intercept. Abilities like Great Leap and Fell Speed give Adversaries a benefit similar to Forward stance: they can either Engage without being Intercepted, or Engage Far opponents.
I'm sure this first pass has holes and contradictions. Please point them out! And give other feedback...