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November 29, 2004
Trollbabe Combat in Over the Edge
This is a somewhat baked idea, born from my desire to abstract combat a little bit without abstracting it "too much." I remembered, while cogitating upon this question, that I really enjoyed the way Trollbabe conflict worked out in practice. So I figured, hm, what if I snipped the stuff I liked out of Trollbabe and slapped it on top of Over the Edge? Since that's the system I was thinking about at the time.
Here's what I came up with. It'll help if you know a little Over the Edge but if you don't: roll somewhere between probably 2 to 5 six-siders, and total up the result. Compare to your opponent's roll. Highest roll wins. If you have a penalty die, roll an extra die and discard the highest die.
So at the beginning of a fight, the player declares whether he wants it to be a casual fight, a moderate fight, or a serious fight. (These terms suck and I need new ones.) A casual fight is best out of one roll, a moderate fight is best out of three rolls, and a serious fight is best out of five rolls. You can always get more serious during the fight if you want to, but you can't get less serious, so the most advantageous tactic is probably to start casual and get more serious as need be.
A casual fight is just that: casual. A little pushing, a little shoving, a couple of shots fired. Nobody's going to get seriously hurt.
A moderate fight is more important. There might be some blood on the ground when it's all over. Someone might wind up in the hospital. People care about the outcome.
A serious fight is the kind of fight where people get killed. If a character is looking to kill someone right off the bat, there's no point messing around with the introductions.
Let's say the player wants a casual fight. The player and the GM each roll. Neither of them want to press the issue, so they're done and consequences happen to the loser, about which more in a second.
Well, that's kind of a dull example, so let's say the player loses the first roll. OK, she can now escalate. "I want this to be a moderate fight; I'm going to fight harder." A moderate fight is more intense than a casual fight, so there's gonna be more at risk, but that's the price of slipping behind.
Now it's a best out of three situation, and we toss the first result out the window. The player wins the first roll, but loses the next two. She lost the moderate fight. This conflict is really important to her, though, so... "I want to get really serious." Now it's a best out of five. The player needs to win three rolls out of the next five to win, and if she doesn't the consequences are fairly severe.
Or take a step back; let's say the player wanted all the drama and consequence of a serious fight right from the beginning. Well, she could just cut straight to the best out of five without all the preliminary stuff; that's cool too. It's a matter of how important and how intense the player wants the fight to be.
Maybe you want to feel out the quality of the opposition before you put a lot at risk? Start casual. Maybe you think you're better than your opponent and you want to minimize the effects of random chance? Get serious. It should be a roleplaying decision.
OK, what are the consequences? Hm, one more thing first: all combats come with an objective, specified by the player. "I want to beat up the bouncer and get into the club." "I want to look good in front of my new pals." "I want to intimidate these punks." There. Now consequences:
The loser of a casual fight takes one penalty die on their next skill roll or conflict. If she escalates the current conflict, she will take that penalty die on the escalation. Alternatively, by fiat of the GM, she may take some other penalty not reflected by the dice. She also fails at whatever objective she specified.
The loser of a moderate fight takes that one penalty die until she's healed up in some appropriate manner. She must also take a penalty of some kind in addition to the penalty die. "You ain't never getting in this club." Plus, of course, failure.
The loser of a serious fight has one fewer dice on all rolls until healed. I.e., if she had a 4d6 skill? That skill would be 3d6 until she heals up. Plus failure. Plus she's at the winner's mercy, up to and including death. Remember, a PC can never get into a serious fight unless the player wants to get into a serious fight.
Healing up could be physical. It could also be social. Maybe the damage isn't that significant but the PC's self-esteem is bad and people are laughing at her until she does something to redress the embarassment. That sort of thing.
And there it is. This could be adapted to a lot of games, I think. Comments welcome. In particular I'm not sure who narrates when. I could just be traditional and say the GM narrates everything, but I could also say "winner narrates," or "loser narrates." Dunno yet.
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Comments
That's pretty nice. One thing it doesn't have that Trollbabe does have is the finite number of re-rolls (a remembered spell, a new ally, etc.).
If I remember Trollbabe correctly, it was the combination of the different scales of combat ("scale" is not the correct term, but I can't remember what it is - I'm talking about the choice between one roll, best 2 of 3, best 3 of 5) and the optional re-rolls that worked seemingly "magically" in play to make all the conflicts you want to be nailbiters into nailbiters and gets all the other conflicts over with quickly.
I wonder if you need some resource management angle added in too for it all to work right. What you've added here is the ability to change the "scale" (again, wrong term) during a conflict; that might do it all on its own.
I'd like to play some more with the Trollbabe system.
Posted by: Rob at Nov 29, 2004 9:27:40 PM
I like it. I've often been stung by the extremes of dice results affecting an outcome, where a single roll can result in great success or great failure (for systems with crits & fumbles). I've proposed a median result resolution (discussed a while back in Alarums & Excursions) to alleviate this. Your suggestion helps soften the extremes of a single roll resolution and I particularly like how it gives the player(s) the right to decide when to escalate to a more involved resolution, with greater consequences in the case of failure.
Combined with Tweet's gestalt resolution in Over the Edge, you could easily use the WaRP system (OtE's core system) for the sort of conflict resolution, rather than task resolution, that forms the basis of many of the interesting Forge-born narrative games.
Posted by: Myles Corcoran at Nov 30, 2004 4:18:56 AM
Rob -- I kinda tried to do resource management with the penalties. It does have a cost to escalate mid-battle if you're losing; you'll be less likely to succeed in the escalated battle. Dunno if this is enough or not, but that's what I had in mind. I, too, would like to try more Trollbabe. Maybe after our PTA wraps up?
Miles -- thanks! Tell us more about your median result solution?
Posted by: Bryant at Nov 30, 2004 8:56:21 AM
This reminds me of Vincent's Dogs in the Vineyard, which has a similar scheme of escalating a conflict. The levels of conflict in it are words, fists, and guns.
Posted by: Neel Krishnaswami at Nov 30, 2004 1:28:57 PM
Words/Fists/Weapons would be the appropriate levels for OTE, where guns are a rarity.
Posted by: Vaxalon at Nov 30, 2004 3:19:17 PM
I like it except for still having to add the values of the dice per standard OTE. Be great to have a way around that. (No, I haven't played Champions in 20 years. Why do you ask? ;) )
Posted by: Jim Henley at Nov 30, 2004 11:42:25 PM
That's not bad, Neel and Vaxalon. I'm thinking about applying this to something other than OtE, actually (A/State, in fact) -- but since knives are supposed to be dangerous, Words/Fists/Weapons is pretty good.
Not sure how to reflect the effect of having a weapon. Maybe a scale something like +1 bonus die, +1 real die, +2 bonus dice, +2 real dice as weapons get deadlier?
Posted by: Bryant at Dec 1, 2004 4:48:41 PM
The median result resolution I mentioned above is simple. Roll three dice (or bunches of dice if your system requires it) and take the median result. That's fine if you want to de-emphasize the extremes of the dice. It's a bit boring though if you rely on those extremes for colour and drama in the narratation.
I prefer another 3 dice idea I came up with, which is to break a resolution down into a beginning, middle and end, and roll three times for the resolution. The first roll decides the set-up and is narrated as the jostling for position in a fight, the preliminary arguments in a debate, and so on. The second roll determines the playing out of the meat of the contest and is narrated as the exchange of blows and fancy footwork of the fight, the scary slip on the overhang of the difficult climb, and so on. The third roll determines the playing out of the decisive moment of the contest, in similar fashion. The contest goes to whomever has the two out of three successes, but failing to win one of the stages has implications for the narration and possibly the aftermath. In this way, the extremes of the dice are moderated again, but it's still possible for the underdog to get the occasional interesting (i.e. not predicted) result.
Thanks, by the way, to all who maintain and contribute to the 20' By 20' Room. It's consistently some of the best and most thought-provoking RPG discussion I've seen on the web. A great resource.
Posted by: Myles Corcoran at Dec 6, 2004 7:59:55 AM
Oh, that makes sense. I like both of those in different contexts. The more complex... if you don't mind I may adapt that for my idea. In particular, I'm thinking of the implications of failing to win one of the stages -- that's very rich and I like it a lot.
Posted by: Bryant at Dec 6, 2004 4:46:05 PM
Cool, adapt away!
I think that idea probably stems from the task resolution rules all the way back in Bushido. There the crafting rules modelled tasks by accumulating successes (or margins of success) which went towards beating a total determined by the difficulty of the task. Even then as a teenaged RPG neophyte I liked the idea of things other than combat getting more of the rules focus and more of a resolution than the binary succeed/fail.
The HeroQuest extended contest approach (common to other games, to be fair) of resolving all contests in the same way made me think about simple ways of introducing the same feel into other games. The 3-roll idea developed from there.
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