I’m trying to simmer down the basics of a RPG or Skirmish game combat to attack types and defense types. I’d love some feedback on what I’ve come up with, please.
I did consider cover as one of the defense types, but you can use most of these in addition to cover, so I didn’t list it here.
Attack types:
Careful Aim – Sighting down the barrel, scope, etc to achieve a precise hit.
“Spray & Pray” – Filling the air with hot lead/lasers/debris to hit … anything.
Rapid or Burst Fire – “Remember. Short, controlled bursts.”
Defense Types:
Armor – Vests, shields or full body plates. Bruises are better than bleeding.
Dodge/Quickness – Avoidance of firing lines whether by statistic based moves or supernatural quickness.
Bulk/Toughness – Having more hit points than bullets, or just not being harmed by small arms fire
.
So at the risk of the list becoming too comprehensive and unwieldy, what do you think?
It seems solid to me. As you develop it, I’d consider adding modifiers to each attack type vs each defense type. For example, sprays are effective against dodge-heavy characters, but have poor results against bulky characters. Precision shots are the opposite, etc.
I was in fact, going for a bit of a rock, paper, scissor kinda feel.
You might consider adding a ‘Snap shot’ or “Reaction fire’ attack type; an (perhaps out of sequence) attack prioritizing take-the-opportunity-while-you-have-it over accuracy.
Reaction Fire would be a nice thing to have. I’ll see if it fits, though I do believe i have an “overwatch”action that I set up for that situation. It may also be a good feature of one of the “wet wired” factions.
I love the concept of spray and pray! That’s usually my go to in any video game, so having that in a table top game is pretty awesome. But I agree that there should be a correlation between the attacks and defenses about which is stronger/weaker against another.
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