Pseudo-pseudohistorical Violence
Consider this my "fantasy heartbreaker"
Credits to Luke Gearing's "Violence" and "Violence at the Street Level", found here:
https://lukegearing.blot.im/violence
https://lukegearing.blot.im/violence-at-the-street-level
I really like d12's so I was very happy to see Violence even just based on that. I also really enjoy that "Violence at the Street Level" makes weapon length a very explicit factor in combat, as that is something my (amateur) historical combat nerd friend talks about whenever I complain about my dissatisfaction with standard dnd style combat (variable weapon damage, HP never making any sense, etc.)
I'm hoping to test these rules sometime in the next few weeks, so watch for that!
Goals:
- Finally post something on this blog page I've had created for weeks.
- Fast(er) and dangerous combat, limit mechanical and non-diegetic abstraction. In a lot of ways I'm very inspired by what Rowan is doing in Castle Kelpsprot, but I'm keeping player-facing and probably a bit more granular and systematized.
- Try to make sure all weapons have a use case, but avoid being overly fiddly with it.
- *Somewhat* effectively resemble real world combat. Mostly just enough that nothing feels completely ridiculous.
Missing Components that May Come Later
- Character Creation
- Spellcasting?
- Actual systems for weapon availability and price?
- Encumbrance?
I know the base pseudohistorical violence rules have the weapon v.s. weapon matrix, but I just really hate reading matrices. My eyes just gloss over. (Maybe if Gearing put them in [ ]'s my math brain would turn on and I'd get excited.)
Pseudo-Pseudohistorical Violence
Mostly this is the original pseudohistorical violence rules, but with the length system from violence at the street level, plus some other guidelines on adjudicating other things in combat. I have also collapsed some weapons which I don't find it very interesting to distinguish between.
Weapon Availability:
More concrete details coming later, but things like spears and polearms are much more common than swords. Nobles probably generally don't like peasants having swords (and they're expensive).
Weapon Training:
Some weapons are harder to learn than others. Teaching a peasant to stand in formation with a spear is easier than learning how to duel with a rapier. This will probably be reflected in what weapons each background comes pre-trained in?
Weapon Stats
Weapon Name: Reach
- Fist: 0
- Dagger: 0
- S. Sword 2
- Sword 3
- 2H Sword 4
- Handaxe 1
- Battleaxe 3
- 2H Axe 3
- Club 2
- Mace/Warhammer 2
- 2H Flail 5
- 1H Spear/1H Polearm 4
- 2H Polearm 5
- Staff 4
Other Rules and Rulings:
Grappling:
Use violence at the street level, but let people grapple if they are holding a dagger (OR have a free hand?)
Combat stunts:
Use the same system as grappling: forgo causing an injury check, roll a d6 and do any effect equal to/lower than the die roll. If your skill level is 2 or more steps higher than your opponent, add a +1 to the roll.
- outmaneuver -> you get to dictate where the fight is. push them up against a ledge/corner, put yourself between them and escape, etc.
- parry -> 3-in-6 to ignore injury taken from this roll (if applicable)
- aimed shot (can choose any injury equal to/under the die rolled to inflict)
- disarm -> if they move to retrieve their weapon they cannot injure you even if they win. they may draw a small backup weapon and continue fighting (shortsword, knife, etc.)
- Create an opening -> throw sand in their eyes, trip them, etc. grants +1 to +3 on next combat roll
- hold at mercy->sword against their throat/similar. If they attempt to flee/escape/fight back they immediately roll an injury check with a +4 modifier.
Ranged Weapons:
- Thrown weapons: Unless surprised, can always throw a volley as opponent approaches. Can be thrown one-handed with other hand ready with weapon or shield. Can be drawn and thrown in the same round.
- "True" Ranged Weapons: Can take a shot while being charged OR draw a 1H weapon
Armour:
Use Violence for modifiers to injury checks by weapon and armour combination.
Shields:
Give -2 to injury checks. Tower shields grant disadvantage to ranged attacks.
*This might be too weak?
Two Weapon Fighting:
If you lose a combat roll, treat your roll as being one higher. (This makes you more likely to injure your opponent, even when you get injured).
* Is two weapon fighting even a little realistic? The best example I know of is a parrying dagger, which could probably just be represented similarly to a shield?
Injury Table:
These will be expanded upon later with recommended effects & healing times.
- Battered and Bruised (no other effect, clears overnight);
- Battered and Bruised (no other effect, clears overnight)
- Concussed (always act last? maybe forget spells?)
- Battered + Damaged weapon (combat rolls -1; if rolled again weapon is destroyed)
- Battered + Damaged armour (treat armour as 1 class weaker; if rolled again armour is destroyed)
- Injured arms/hands (-2 to combat roll if using that hand);
- Injured legs (-2 to combat roll, move slowly)
- Cracked Ribs (+2 to injury checks)
- Bleeding Out (save or take another injury every round until bandaged)
- Badass Scar (if you live long enough for it to heal)
- FLESH WOUND: Roll on the "Go Down" injury table but stay standing.
- FLESH WOUND: Roll on the "Go Down" injury table but stay standing.
"Go Down" Injury Table:
These ones are for when you "go down," so they are generally more debilitating. You only get one of these if you aren't just dead by the way.
- Lose d5 fingers from one hand
- Maimed Arm/Hand
- Maimed Leg
- Heavy Bleeding
- Broken Arm
- Broken Leg
- Destroyed Arm/Hand
- Destroyed Leg
- Broken Ribs
- Lost Eye
- Cracked Skull
- REALLY Badass Scar (once it heals, and only if it doesn't get infected)
Character Creation Crumbs:
Just some ideas I have as far as character creation. I think characters will be at least semi-randomly generated. I'm thinking each will have a subtable of skills, possessions, character hooks, etc. Might let players pick a background, or have them roll 2-3 and pick their favorite.
Backgrounds:
- Noble
- money; social standing; loyal followers?
- Knight
- some money?; social standing; good armour; combat training
- Man-at-arms/Sellsword
- little money; ok equipment; combat training
- Bandit
- some combat training; poor equipment; thief-y skills
- Peasant
- shit equipment; friends?; livestock? mule/horse or something?
- Sage/Specialist
- no combat training; lots of skills and knowledge
- Magic-User
- little/no combat training; magic!
- Priest
- social standing; miracles?
- Witch
- bad social standing; magic!
Comments
Post a Comment