Legacies of Veridocia: The Dark Dominion

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} Combat Mechanics ~

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(Turns and Marking)

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Previous Problems with Turn Order

In the Shining Force games, turn order has consisted of a simple premise: one character moves and acts at a time, and they do so in an order determined by agility plus some random factor. Forum games have been unable to fully replicate the system in a truly satisfying way, as the various turn order systems I’ve experienced make significant sacrifices to accommodate the play-by-post dynamic the games need. These sacrifices were as follows:

·       Rigidly sticking to the turn order forced players to post in a very specific order, and wait for the GM if monsters moved in between players.

Outcome: Unacceptably long time for rounds to resolve.

·       Removing the need for posting in turn order completely meant that players’ post order determined turn order instead, and all monsters moved together, after all players’ turns were resolved.

Outcome: Agility was meaningless, and bunching all of the monster actions together sometimes turned out too punishing for the players. Additionally, a lack of updates to enemy actions lead to ever-increasing player uncertainty when deciding what actions to take, since the result of previous player actions were left unresolved.

·       Splitting the turn into a fast and a slow phase blended the above two approaches. It limited fewer players from posting than the first method, and broke up the enemy actions, preventing all of the enemies from descending on the players all at once.

Outcome: Turns took a time somewhere between the two previous methods to resolve, the enemy onslaught was broken up a little, giving some breathing room to the player, and agility had some significance restored to it by way of prioritising faster players and monsters based on agility.

·       The Simultaneous Motion System attempted to provide dynamism to movement and reward players for tactically using a new marking system to give great emphasis to agility, and freedom to player actions.

Outcome: After trying this system in the first battle, it became clear that it became difficult for both players and the GM to follow its complexity, so it was scrapped in favour of a simpler system.

 

Marking Mk. II

This system behaves much more like previous forum games.

 

1.   All units move one at a time, in initiative order

2.   Attacks and other actions resolve in order of initiative, which is derived from agility

3.   You can post player actions in any order, and if your action becomes invalidated by a faster unit/player action, you will be informed and asked to state a new action

4.   To help avoid invalidated actions you can add Conditions to your post along with your primary action, that give a reduced chance of having an action invalidated.

 

Sample Turn

The first step is for the GM to determine all enemy movements and actions first. He does not reveal them until the players have all posted theirs. This is to prevent player moves influencing the GM’s decisions, and vice versa.

Having done that, the players make their posts, and can do so in any order. Using a map like the one below, players will determine the lay of the land, and move their characters to tactically defeat the enemy.

Fig 1

 

Let’s say that Alexis’ player chooses to move to P-13 and attack the red. Then, Flynt’s player posts his move, stating that he will attack the bandit from Q-12.

The GM decided ahead of time that the red bandit would move to P-9 to attack Flynt, and the orange bandit, who only has 5 MOV, can’t reach a space that would allow him to attack, and elects to move to Q-12. The other bandits are too busy getting drunk to fight.

 

Each unit then moves and acts in initiative order. Flynt has 6 Initiative, Alexis has 5, and the bandits have 4.

 

As you can (hopefully) see, the orange bandit has a little cross at the end of his movement trail. This is because both the orange bandit and Flynt stated the same square as their chosen destination. When a space is contested, the one with the highest initiative lays claim to it, and the slower unit’s action is invalidated, and must choose a new place to move to, and possibly a new action. In this case, Flynt is faster than the bandit, so he gets the square, and the GM chooses another square for the bandit to go to. He chooses Q-13. If it had been the other way around, and it was the bandit that claimed the square, the GM would quickly be able to tell the player that their action has been invalidated, and instruct them to make a new choice.

Despite Alexis’ player posting first, Flynt’s turn resolves first due to his higher agility/initiative, and he stabs the red bandit.

Alexis’ action resolves second, and he also stabs the red bandit. It is entirely possible that their damage could kill the red bandit before its action resolves, and if this happened, its action would be cancelled.

In this case, we assume that the red bandit does not die, but because his action involved moving to attack Flynt, and Flynt is no longer there, his action is invalidated. This is where Conditions can help to resolve an invalidated turn.

The orange Bandit also has his move invalidated, as Flynt took the square he wanted. Conditions could have helped him too.

 

Conditions

These can be posted to give the GM a means of resolving an invalidated turn or action. Two key Conditions are:

·       Favour target – you prioritise the target you specified in your action. If the red Bandit had chosen this condition, he would favour chassing after and attacking Flynt. Since Flynt moved into his attack range, the red Bandit would stay put instead of moving, and attack.

·       Favour position – you prioritise the map coordinate over your action. If the red Bandit had chosen to favour position, he would move to P-9, foregoing his attack on Flynt.

Other conditions can include specifying an alternate target in the event of your primary choice being killed or moving beyond your reach, specifying that you will move to and attack the closest unit of a certain unit type or colour, electing to abandon an attack in favour of a heal action if an ally falls below a certain HP value before your move resolves, plus others.

 

The Marking System (Mk. II)

A Mark is an alternative form of action that a character can choose to take instead of simply staying. You would post your chosen co-ordinate as normal, and then you declare one enemy unit to ‘mark’, along with the action you wish to use on them. This delays your action. If your mark moves within your Threat Zone before your next turn takes place, your specified action will trigger. Otherwise, the action is lost, and you cannot mark anyone else for a turn. A mark is a special type of condition because you are committing to your location and action, and are gambling on the enemy coming near you. Whether the mark is triggered will be determined by following the mark’s shortest path of least resistance, with the x axis taking first priority, followed by the y axis. The GM will use these rules to determine if a mark triggers.

Your Threat Zone is mostly determined by the reach of the action you specify as part of the mark. For instance, if you use arrows, and you mark an enemy, your Threat Zone is the reach of the weapon, so either 2 or 3 squares away from you. The same applies to magic. Melee has an additional factor to consider: Stepping.

Provided that you do not expend all of your move points in the turn, the melee character is allowed to make a single step in the direction of the mark if it would pass within melee range of the square you are stepping into. This effectively gives you a Threat Zone of 2 squares. Ranged and Magic attacks cannot step because they require aiming/casting focus to do, whilst melee does not require such precision. In the event that you expend all of your move, or you are in terrain that increases the cost to move beyond the move you had left, stepping is not possible, and your Threat Zone is simply your melee attack range i.e. all squares adjacent to you.

 

Whenever you take any offensive action, ALWAYS:

1.  Include a d100 roll and a d26 roll (or whatever your variance die is) in case your action resolves or your mark triggers.

2.  Consider employing at least one Condition to help reduce the number of invalidated turns.