r/RPGdesign•
jmrkiwi

Critique my combat system

Feedback Request

My goals are:

  • Avoid Rocket Tag
  • Insentivise player cooperation
  • Focus on tactical decision
  • Allow for quick resolution of attacks without needing lots of maths.

Characters have ranks in the following skills ranging from 0-9.

Roll a number of dice equal to 1 + your Rank (1-10), count the number of successes (50% chance).

Offense

  • Ranged
  • Melee
  • AOE

Defense

  • Dodge (Counters Ranged)
  • Melee (Counters Melee)
  • Escape (Counters AOE)

Players get 4 action points and their base speed in movement at the start of each round.

Turn oder is Dynamic and team based. Their are three phases per turn; Attack defense and resolution. There is no initiative players can use their movement and action points at any point during their teams phase.

The team who initiated combat starts with the first attack phase. If it is unclear who I itiated the DM flips a coin.

The round is broken up into phases.

Round 1

Turn 1 Team A attacks

  • Phase 1 Team A can move and declare attack moves.
  • Phase 2 Team B can move and declare defenses
  • Phase 3 Resolve attacks and Defenses

Turn 2

  • Phase 1 Team B can move and declare attack moves.
  • Phase 2 Team A can move and declare defenses
  • Phase 3 Resolve attacks and Defenses

Round 2

  • Continues as round 1

Attacks are resolved in the following oder, Melee, Ranged AOE.

When attacks are resolved, the attacker deals damage proportional to the number of success.

If a player is targeted by an attack or in an AOE and declared a relevant defense, they can roll their number of defense dice and cancel our a number of successess their opponent makes during on their attack roll equal to the number of successess they roll of denfense.

When you become the target of a declared attack or are in a declared AOE or within melee range of an attacker, you gain the threatened condition.

During the defensive phase you can move, which potentially can give you cover (avoiding ranged attacks), move you out of melee range (avoiding melee attacks), or out of a threatened area (avoiding AOE attacks).

The threatened condition comes with a value 1 for AOE, 2 for ranged 3 for melee. While you are threatened movement costs you fatigue equal to your threatened score for each square you move. Threatened can stack if you are the target of multiple declared attacks.

Actions and movement are shared between your attack and defense phases. So if you use all four action or movemt points in your teams first turn to attack four times you won't have any actions or movement left when it's your teams turn for defense.

If you have action points left at the end of a round you regain fatigue proportional for every point not spent.

There are six types of styles which are your powers or fighting styles:

  • Fire
  • Water
  • Earth
  • Air
  • Martial
  • Technology

Each style gets a generic set of basic attacks they can make for each category.

Additionally there are advanced moves which cost fatigue to use. Each character has a fatigue threshold which tracks how much they have exerted themselves per encounter. It rests after 10 min of light activity. Advantaged mauvers can do more interesting thing like create walls, inflict conditions sheild your allies, create areas of denial etc.

Characters can learn more advanced moves as they level up or from a NPCs who share the same style as them.

The aim of this combat system is to make the game more tactical and more dynamic. Players are rewarded for working together during their attacks and Defenses.

Posted Aug 7, 2025, 4:36 PM UTC

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