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by woolion
28 days ago
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I was thinking about this recently in order to solve the problem of RPG fights. Deterministic combat is not super exciting, but dice throwing is even worse. What if instead you quickly printed a puzzle that you can do on a timer, and your score determines whether you miss or hit a critical. Also instead of meta-progression through stats you have increased difficulties through the puzzles, but you improve your puzzle-solving skills. |
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The core of hand-to-hand combat is feinting - persuading you are going to hit your opponent in one place, so they move their defences to that place, and then hitting them in another place. That's a simple mechanic that could be translated easily into cards or any other bluffing format.
It gets more interesting with animals (who don't feint much) and large monsters (who don't need to feint because their attacks will overwhelm your defences), so dodging and armour come into it then.
But that brings up hit points, which are a ridiculous mechanic for modelling all of this. Stabbing someone in the arm or in the gut is completely different, it has very different effects, and should be modelled differently.
And this is where the rabbit-hole takes over and it gets too complicated ;)