warboss wrote:In my case, I tried convincing folks locally to try out a loyalist Black Crusade campaign (I previously ran Deathwatch and wanted all the power levels together) as well as a half-hearted attempt for WanG unsuccessfully. I've looked through Imperium Maledictus and it seems decent but I haven't tried for a third time locally to start something up as my general enthusiasm for
40k has slowly decreased since 6th edition. I've been more focused on a custom rules light system regardless in the recent past.
Sounds a lot like my own experiences. Table Top War gaming has definitely taken the front seat on the IP, but its just too clunky to adapt for serious Role -Playing. Dark Heresy and Wrath are
IMHO not very well fleshed out.
Systems in general are an anchor for your game, when they ground the game and create enough realism to help suspend disbelief and give an element of chance, they are good, but when players turn the game into rules lawyering the system or feeling aggrieved for not being granted an ability that crosses the line of the narrative, that is obviously bad. My games incentivize creative types who want to
RP first and learn the system second.
For that purpose I like light weight systems to introduce players and advanced options for players that enjoy edgy combat.
For each player we create a 3x5 combat card with total bonuses for common attacks/abilities. This way you need only add one number to arrive at the final number which goes up against the challenge rating. If you want to do something novel a quick bonus or penalty will be applied and we move on.
Game information from my Discord Server.
Most of my players are old
DND players, so most of this is adapted from
DND and Palladium games. A character sheet will have the following information.
D20 Attack Rolls.
D10 true initiative. (
Str, Int, Wis, Dex, Con, Char) Character info: Age. Race. Sex. DR: (Threat Level/ Difficulty challenge). Skills/abilities/powers. CRP (Combat Resource Points) Dodge/Parry/Auto-Parry.
Rolls are adversarial, that means if you attempt to parry an attack you must match or exceed the roll of the attacker, including total bonuses.
System guts:
Damage Resistance:
DR replaces Mega damage from Palladium and THACO from
DND. The first Digit of DR represents the Level of Threat needed to harm a given armor or supernatural creature. A light weight enviro-suit Armor with stealth systems and which enhance the users speed might have DR 119 which requires weapons with threat level 1 or higher and a roll of 19 or greater including bonuses on a
D20. A hit will damage the armor. An armor with DR215 requires threat level 2 and a roll of 15 or greater, this would be something larger and bulkier, thus being harder to threaten but easier to hit. The second number represents the challenge rating for the attack role. The second value will change based on if the armor provides traction control, enhances a users normal movement, or otherwise makes it slippery or hard to target in combat, ECM etc. An armor that is harder to target has a high second number, a suit with very dense armor has a high first number. Unarmored is T0, light armor T1, heavy armor T2, and vehicle armor is T3. Exceptions are always in play when it comes to certain circumstances or special abilities being able to do damage across threat levels. (edited)
CRP (Combat Resource Points) The more combat oriented a class is and the further along the character is in their training, the more CRP they will accrue. ie, starting CRP and CRP progression is class specific. ex. Grey Knights are an advanced combat oriented class, they get 4CRP at Level 1 and 5 per level. A Guardsman, a basic combat class, would get 1CRP and 1 per Level. CRP represents professional combat training non-combat classes do not get CRP. CRP can be spent each round to 1) Increase an Attack/Dodge/Parry roll, 2) Increase damage on an attack, 3) Defer damage taken during the round. CRP regen at the per lv rate, per round. The Grey Knight in this example regens 5 points per round and can accrue an amount equal to his level. CRP are also regenerated while in Guard; for every attack not taken during the combat round the Combatant gains 1 CRP. CRP can also be used to gain Timing attacks for certain Classes that get access to those combat abilities. ex. A disarm is a kind of timing attack. A riposte is a kind of timing attack.
True initiative:
A true initiative system is one in which events in the attack round all have a place in order depending on the timing of each action. Players roll 1-10 as their base initiative roll. Each weapon or action has an associated speed and this is added to the roll. John is using a pump shotgun with a weapon speed of 5, he rolled a 2 on
D10, his place in the order of events is at beat 7. Luke is using a handgun with speed 2 and has an initiative bonus due to his gunslinger abilities (-4). He rolls a 1, we add 2, which gives us 3 but then subtract 4 due to his bonuses arriving at -1. If that is the lowest number in the combat scene then that is the first beat of the combat round. If another player has some ability even faster and with total bonuses has a lower negative number, then they start the round.
Balance:
When a character has balance they gain the defensive and offensive bonuses of dexterity, positional dominance, and access to guarded defenses. When off balance you can only use an action to regain balance and while off balance all successful attacks crit. Some abilities allow you to exploit off balance characters stunning them or even gaining surprise for the purposes of backstab
----
I have a very crunchy hand to hand combat system I have developed that, honestly, I never use because it would demand players commit to learning it, ala a board game, and that is not really where I want to take it. As it stands now, players really do not need to know any of this, I manage the combat rounds, I have a copy of everyone's combat cards, I will help you be well represented in each combat turn.
DR is my own invention, at least in this iteration. I usually just steal all my ideas, but if someone knows a source with a similar idea, maybe I stole it unconciously. Till then I will assume its fairly novel,
lol.
My intent with DR: I wanted to consolidate variables to make it easier to fit on a combat card, not make things more complex. With that in mind, I am always open to ideas or to be influenced by other systems. The spirit of my system is always, make it easier while maintaining realism.