Showing posts with label combat. Show all posts
Showing posts with label combat. Show all posts

Sunday, May 12, 2024

CoC Rules Secrets & Surprises

As I noted with Stormbringer, a lot of the rules were fuzzy in my head from years away working, or else there were little tidbits of rules sequestered in different parts of the rulebook I had missed. I am finding much the same phenomenon with Call of Cthulhu, so here are the things that are standing out to me as I do my prep.



PARRY

You only get ONE chance a round at this, as opposed to multiple parries at cumulative 20% penalties in Stormbringer. Makes sense for Lovecraft as opposed to fantasy. Also, having parrying objects take damage also fits the genre, as opposed to weapons that only break on fumbles or criticals. Finally, not being able to parry Grapple is an interesting choice that I agree with as a martial artist.

DODGE

Surprising that this has two uses, as a kind of reflex save AND in combat. For the former, it is a good choice, but muddled in The Haunting by the DEX x 5% rolls to avoid falling. Just use the skill fellows! Allowing characters to try and dodge only the first bullet in a round is hilarious and very a propos.

In combat, having to choose between Attack & Parry OR Dodge & Parry has always been what I like about Chaosium games. I'll have to explain this well to my D&Ders.

IMPALES

I find it weird that with Impales, ie rolling 1/5 of skill with blades and bullets, you get this HUGE effect of doing double damage dice, but there is no equivalent advantage with blunt weapons. That is unless you apply the K.O. rule, which allows a roll of damage vs POW to knock out foes hit on a similar 1/5 of skill success. Since there is no mention of the need to call a K.O., I'll just assume that ANY critical with a blunt weapon has a chance to K.O. if the POW vs damage roll is failed. The low damage of blunt weapons vs high POW of characters should prevent this from being overpowered.

LARGE OPPONENTS

The rule with opponents over SIZ 30 giving human sized attackers +5% for every +10 SIZ is interesting considering the monsters they'll eventually face. Would also be worth porting to Stormbringer when facing dragons (20D8 SIZ, average 42) or similar creatures.

MARTIAL ARTS

I find this skill lackluster - you just get double damage if your roll is both a successful personal attack and under the Martial Art skill. Ho hum.

As a blackbelt in karate who has tried other styles, I would propose the following alternative rule:

Hard Striking Style (ie karate, sanda) - On a successful fist or foot attack AND Martial Arts roll, allows double damage die as above, also does normal damage on a successful parry.

Soft Striking Style (ie taichi, aikido) - On a successful defense (parry or dodge) AND Martial Arts roll, can also roll an attack, even if they have already attacked or are being defensive that round (ie parry and dodge only). Remember, characters can parry and dodge OR attack and parry in a round. This is a bit like the Stormbringer Riposte rule. Damage is NOT doubled, however.

Throwing (ie judo, jijitsu) - On a successful Grapple AND Martial Arts roll, can immediately apply the 2nd round effects (ie KO, immobilize, strangle etc) as per rulebook instead of waiting for the 2nd turn. If the Grapple succeeds but Martial Art fails, resolve effects as normal, ie over 2 rounds.

Of course, you could go through different styles of martial arts and make different combinations of the above effects, but it would be clunky and hardly worth the effort.


Friday, January 6, 2023

The Stupidity of Social Skills in Combat

I was on Twitter the other day, and someone wrote something akin to "I want a system that lets me use social skills in combat."

Sigh.

This is either a gamer power fantasy of using all your abilities freely, or a terrible delusion of roleplayers about how social skills, especially in combat, work.

Let's delve into this.


Delusion # 1 - Social Skills Are Magical

In reality, social skills do seem like magic. You simply pass wind over your vocal cords and someone does what you want them to do.

MAGIC!

In linguistics, we call this illocutionary force. But illocutionary force has many limits, such as context, relation of speaker and listener, etc. This is how UPenn defines it:

"Illocutionary force is the combination of

  • the illocutionary point of an utterance, and

  • the particular presuppositions and attitudes that must accompany that point, including the

    • strength of the illocutionary point

    • preparatory conditions

    • propositional content conditions 

    • mode of achievement

    • sincerity conditions, and

    • strength of sincerity conditions."

This means that social skills do not work the same for everyone. A prince might have no trouble bluffing his way past the palace guard, but a beggar would not be listened to, and might get the butt of a pike or even a night in irons for trying to do so. In real life, someone is likely to open a window if you ask them politely and the room is hot, but unlikely to do so if you call them an idiot or it will let in too much cold.

In the short term (i.e. game session), the GM has the right to decide if a PC's abilities are useful or relevant to any situation in which a player might want to use them. In the long term (i.e. over a scenario or campaign), the GM also has to know what social abilities PCs have, and suggest opportunities to use them for advantage. By doing so, he or she teaches players what are acceptable uses of social skills, and encourages them to play into this, to everyone's satisfaction.


Delusion # 2 - Talking In A Fight

I don't think lots of roleplayers have been in actual barfights, because if they had, they would know that fighting is the time to shut up and kill or be killed, not flap your gums. I've been in three, two in Canada, one in Japan. More importantly, I've used my own social skills to avoid fighting at least a half dozen times. I've also seen when social skills backfire and violence breaks out.

There are basically three times for using your social skills - before, during, and after the fight.



Before A Fight

If things are heading towards combat, you should have a chance to use social skills to avoid needless combat. Police and social workers call this de-escalation. Note that if your foes are hellbent on conflict, ie they are under orders, have a valid grievance, or have the advantage of numbers or firepower, then this should either be impossible or improbable (ie skill penalty or limited success, ie they ask you to surrender immediately). Also, people spoiling for a fight are generally already wary of one another, and so should not fall for Cons or Fast Talk (ie heavy penalty or flat out impossible). Instead, using Persuade with some sort of sincere promise or give and take should have a chance of success.



During A Fight

To be honest, once fists are flying, talk is usually out of the question. I got a bloody lip in a 2-on-1 situation in Canada for trying this. About the only option I can see is using a Taunt of some sort to have your opponent drop their guard in favour of a more aggressive attack. This means they will do more damage if they attack, but you get a better chance to hit them as well. Note that using Taunts should also preclude any mercy after the fight, as the opponent is fighting in (to them) righteous anger, and thus are unlikely to stop without some sort of Will roll or intervention of allies.



After A Fight

When the fight is done, there are basically only two situations - you've either won or lost.

If you've won, you can choose your demands, but the degree to which they are met will depend on your social rolls. Talk insincerely or roll poorly and expect revenge at some point; offer the losing side a way out or mutual agreement and roll well and you can expect at least peace, at most a new ally. You shouldn't have to roll for immediate conditions (ie drop your weapons, pick up your wounded and walk away if you want to live), but will need to roll if making longterm or unreasonable demands (ie never come to town again, go back and bring us your leader for arrest).

If you lose, you may ask for mercy or clemency, but again, only if sincere or reasonable. Trying to Con the victor into surrendering should be met with laughter, but asking for a horse to bring the wounded to a hospital or church should have a chance of success, and might not even require a roll.

I've had players complain to me that they 'want to be the hero,' and use their social skills willy nilly to manipulate NPCs. However, even heroes in life and fantasy  have setbacks, defeats, and captures. It is persevering DESPITE these setbacks that makes real heroes, and games I've been in where players' egos are fanned with continued, unopposed heroic successes burn bright for a session or two, but inevitably fizzle out due to a lack of stakes.


Delusion # 3 - Spamming Social Skills

This is not combat specific per se, but I see lots of players trying to spam social skills, in other words to pile on skill rolls. For example, I have seen one PC Persuade a guard to let them into a stronghold, then other players line up to Fast Talk or Con them into getting goodies.

Uh, no.

I advise any GMs to allow ONE social ability rule per interaction, and that the PC with the highest ability should get first crack, as I proposed in a previous post on alternate forms of initiative. In the real world, if you manage to get a discount on a car rental from an agent, but then your friends chime in asking for more perks, the agent is likely to feel used, rescind the offer, and tell you to take your business elsewhere.

Basically, NPCs should not be patsies or social punching bags for loot, but instead living and breathing inhabitants of their world, and only acquiesce to social requests to a certain point.


Genre-Specific Exceptions

Since we are playing games with genre tropes that often circumvent reality, I have to acknowledge that there is some leeway in certain types of games. In Superhero or Swashbuckling games, heroes and villians should be allowed to have dramatic speeches with social effect in certain circumstances.  I'll leave the details to GMs, but there are at least 2 considerations:

1) The social skill use must fit the situation, ie superhuman telling hordes of weak foes to surrender and live, and expecting them to agree.

2) Anyone giving such a speech, be they PC or NPC, must be free of interruption. No one shoots Batman when he is explaining that he is the night, or touches Robin Hood until he is done insulting King John. Genre specific social rules should be tit for tat, and not just an advantage for players at the expense of the villians, who should be actual threats, able to profit from the conventions of their game genre or world. 


Conclusion

Social Skills as I conceive of them can only be used in four contexts:

1 Out Of Combat - To elicit a situation-specific response if proper conditions are met.

2 Before Combat - To de-escalate conflict.

3 During Combat - To taunt your foe into reckless attacks, but with the understanding that they'll come at you harder and without mercy.

4 After Combat - To beg for mercy when you lose, or negotiate long term conditions acceptable to both parties.

Also, stop spamming social skills, as it deflates the tension from dealing with NPCs.

Monday, April 14, 2014

Unofficial Palladium Repair Kit Part II



Part Two – General SDC Combat
Here is the second installment of the Palladium Patch. As before, the houserules are in suggestive order of implementation, so try the first and work your way down if you like it.

1) Armor Rating
AR is changed to reflect how much damage a character or object can take. For living creatures, any damage up to AR is subtracted from SDC, while any in excess of AR is taken directly from Hit Points. Armor takes SDC damage up to AR then passes it on to the wearer.
Watch players get wary of hand to hand and start running from guns…
(NB: Also, use the optional critical damage tables! The risk of a broken arm or leg will force the characters to be creative and not rush headlong into combat).

2) Combat Momentum
Since most characters have multiple attacks/actions, a different style of adjudicating combat is suggested to make the game run faster and build excitement. Roll initiative as normal, but whichever character gets it keeps on attacking until one of the following occurs:
1) they run out of attacks, 2) they fumble (roll a natural 1) 3) they run out of actions (also means no dodging or piloting rolls to dodge), 4) they decide to stop attacking and use their remaining actions later. Note that if you run out of attacks/actions using the CM system, you become a sitting duck and can only parry. This makes burning an action to dodge behind cover essential.
Implementing Combat Momentum made the game much more cinematic and sped up combat immensely for us, but other groups found it jarring after D&D style one attack/player rounds. Give it a try and see where you stand.

3) Target Values
Target values reflecting difficulty to hit, and attackers most roll equal or over the Target Value to hit. Use judgment and be fair in deciding Target Values.
Target
Value
Description (Apply the most appropriate descriptor to find the row for the situation)
0
Unmissable – Immobilized target, automatic hit
5
Easy - Huge, slow moving, close range, or no cover targets
10
Average - Large, walking, medium range, or in 1/4 cover targets
15
Challenging - Small, slow vehicle/dodging human, far range, or in 1/2 cover targets
20
Difficult - Tiny, fast vehicle, extreme range, or in 3/4 cover targets
NA
Not allowed - Impossible to hit

4) Automatic Fire & Recoil
When firing a burst from an automatic weapon, decide the number of rounds fired and roll to hit as normal. The first round takes the number rolled (after modifiers) as its hit number, while every subsequent round takes a penalty equal to the gun’s Recoil Value, which is equal to the number of dice it rolls for damage.
For example, a .45 automatic does 4d6 damage and thus has a Recoil of four. If a character is firing a burst of 3 rounds and the player rolls an 18 to hit after modifiers, the first round uses 18 as its Hit Number, the second uses 14 (18 minus the Recoil Value), and the last round’s Hit Number is further reduced to 10 (14 minus Recoil). Firing two-handed, braced, or using a stock reduces Recoil by 1 each, and effects are cumulative, although Recoil can never be reduced lower than 1. Recoil can also be reduced by PS bonus. Beam weapons have no recoil.
(NB: When firing on multiple targets, the space between them requires one round to be shot into it. In the above example of the .45 auto pistol, the player could try to hit an assailant with the roll of 18, sacrifice the roll of 14, then try to hit another foe with the roll of 10).

5) Dodging Missiles
When dodging missiles, apply the following penalties:
 – 1 vs thrown, – 3 vs arrows / spears, – 4 vs guns & rockets, – 6 vs beam weapons, – 9 vs invisible weapons.

6) SDC Damage types
Different weapons have different effects. Blunt weapons doing HP damage also have a 50/50 chance of knocking out or breaking bones. Victim gets a PE save to avoid. Bladed weapons doing HP damage also cause blood loss of 1 HP per minute until the bleeding is stopped. Bullets do damage as blunt and bladed (i.e. KO or broken bones plus blood loss). Burns cause 1 point of PB reduction whenever HP damage is done

Enjoy!