POTBS: Swashbuckling Part1 Defenses and Combat Pools
Since we added the Swashbuckling Combat System we’ve talked a fair
bit about the high concept for the system: a cinematic, fast paced,
sword fighting system. Today I’m going to talk about the details of our
implementation of that system.
The Swashbuckling System is
built around Defenses, Combat Pools, and Skills. There are three
defenses: Block, Dodge, and Parry; three Combat Pools: Health,
Initiative, and Balance, and a huge number of Skills (more than 200 at
this point). All three of these systems working together produce our
Swashbuckling System. Today I’m going to talk about the Defenses and
Combat Pools, and I’ll talk more about skills in part two.
When
we designed the Swashbuckling System, we decided to make the basic
defenses automatic. We feel there is too much uncertainty with regard
to player connection speeds and reaction times to try and create a
system where players are responsible for blocking every incoming blow.
As a result, we give all characters a chance to first Parry, then
Block, and finally to Dodge each incoming attack. Each of these defense
types is equally effective in that they reduce the damage of an
incoming attack to 0; however, they have secondary effects which make
them significantly different.
Parry is the first line of
defense, and the best result for the defender. If the defender Parries
an attack he gains 5 Balance and 5 Initiative, and the attacker loses
10 Balance. The disadvantage of parry is that there are many types of
attacks that bypass it, most notably attacks that target the Balance
pool.
Block is the next defense, and the most neutral of the
defenses. Block has no secondary side effects; it simply stops the
incoming damage. There are a handful of attacks that cannot be blocked,
most notably gunshots, but most attacks can be successfully blocked.
The
final defense is Dodge. Dodge is the defense of last resort, and as
such it is not a great result for the defender. If the defender dodges
an incoming attack he loses 16 Balance. The upside of Dodge is that it
works against virtually every attack.
Combat Pools are an
abstract representation of your character’s status. The first, and most
critical, combat Pool is Health. Your character’s Health is an
abstraction of how much of a beating he can take and keep on fighting.
It functions like hit points do in most games: as long as you have some
left you’re ok. When your character reaches 0 he’s defeated; until that
point he’s 100% combat effective. We talked about more complicated
systems of declining effectiveness as you take damage, but ultimately
decided that this was not an interesting place in the system to add
complications.
There are two important things to note with
regard to the Health Combat Pool. First, from a story perspective, your
character is not actually killed when his health reaches 0.
Swashbuckling is a cinematic system; in the movies nobody actually dies
unless they’re scripted to do so. In your story, your character doesn’t
die unless you script it to happen (by deleting your character). Until
you make that choice your character is simply defeated, knocked out,
captured, ransomed—you get the idea.
Second, while your
Health may increase slightly through skill acquisition, you don’t
experience the dramatic increase in hit points you see in many games.
You will have roughly the same number of hit points at level 1 as you
have at level 50. We did this as part of our efforts to allow players
of disparate levels to effectively fight against each other.
The
second Combat Pool is Initiative. Initiative represents your
character’s momentum in the combat. Your character’s Initiative starts
at 0 and increases during combat through the use of skills. Other
skills, including many of the more powerful skills, require that you
spend Initiative in order to activate them. Initiative decays over
time, both in and out of combat, so you have to use it or lose it.
There are a variety of skills and items you can acquire to reduce the
rate of decay, but you cannot eliminate it entirely.
The
final Combat Pool is Balance. Balance is the most commonly
misunderstood of the Combat Pools. Your character’s Balance Pool is an
overall representation of his defense. Mechanically your character’s
chance to Block, Parry, or Dodge an incoming attack is scaled based on
his balance. If he has zero Balance his defenses are reduced to their
minimum (about 10% of their normal value). If he has 120 Balance his
defenses are increased above their normal value (about 107% of their
normal values, although the exact amount will be tuned as beta testing
continues).
A character with full Balance is very hard,
perhaps even impossible, to hit. So to be successful an attacker first
needs to reduce his opponents Balance. To do this he uses skills,
called Preparatory Attacks, designed to attack Balance directly.
Balance regenerates quickly both in and out of combat (8 Balance per
second for a starting character), so after reducing his opponent’s
Balance the attacker will have only a fairly brief window to launch his
attacks.
That covers the basics of Combat Pools and
Automatic Defenses. Next time, I’ll talk about the different Fighting
Schools and Skill Types.
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