Rifts Renaissance - Combat Redux
Posted: Thu Nov 10, 2022 11:26 am
Something I posted on my Rifts blog and also through the various Facebook groups. That said, I know not everyone does the Facebook thing.
Continuing our discussion about revitalizing Rifts (and PB is general) and the core rules, which have nuanced variations in each system and haven’t seen a full-sweeping update in a while. This second post tackles the Combat System and addresses some of the various issues with information as presented, as well as introducing a few suggestions to update the Combat Rules.
Key Tenets:
- Active Defense. This remains a thing; I will not advocate for any system that replicates any d20-esque DC targets for Strikes. For the d20 advocates, sorry, not sorry.
- Technological Superiority. There is an overwhelming superiority of technological solutions to combat problems, as damage delivery is simply too easily applied. The idea is to give magic and psionics a boost, without nerfing technology. Put simply, a big stompy robot/supernatural beast should be much more of a threat than they currently are.
Highlights include:
- Editing and Tables. Lots of editing and use of tables to present various pages of information into a single page.
- Use of Key Words. Ensures normalized language is used throughout the Core Rules; specifically, in cleaning up Combat Terms.
- Action Modifier Chart. A single reference for all modifiers to apply to combat situations. No more hunting for it.
- Saving Throws. A single reference for all modifiers to apply to combat situations. No more hunting for it. (are we sensing a theme?)
- Close Combat. 6 Steps are specific to CC. Continuing the dynamic presented in Skills Redux, we have Basic Actions and Basic Action Challenges. Basic Actions (e.g. Strike) get defined, as well as Basic Action Challenges (Parry, Dodge, Entangle), the latter getting much refinement. Ancient W.P. all advance at the same rate (e.g. all get +1 to Strike at levels 1, 4, 7, 10 and 13) or some such. Thus far, I have yet to be provided any cogent argument why they advance at random and alternating intervals that supports game design.
- Ranged Combat. 6 Steps are specific to Range Combat. The same issues for Basic Actions and Basic Action Challenges continues. Modern W.P.s get the same treatment as the Ancient ones - same issue for cogent arguments remains. Prove me wrong. Missile Combat gets refined from 4 pages to one. And to answer the inevitable question, yes, 4+ guided missiles is still a thing, but defined in a way that provides a reality-based reason (AI swarm weapons are a thing).
- Other Rules. Horror Factor gets pulled from the Psychic Combat Section (like, huh? why there?) with updated language to make it more common and reasoned. Perception is not a d100 roll to better mesh with Skill Challenges. Surviving Aircraft Crash-Landings remains as a single paragraph. Robot Combat Damage Tables and Impact of M.D.C. to S.D.C. targets are updated.
- New Rules (a.k.a. try these on for size...)
Mega-Damage Armour Rating (M.A.R.). A new mechanic that is calculated on the Main Body M.D.C. (10 + Main Body/100, rounded down) with a maximum of 16. Rolls to Strike that exceed do full damage, any damage rolls for hits equal to or below this suffer a level of Resistance. Several examples given and better defined in blog post.
Vulnerability/Resistance Table. Something hinted at throughout the entries of Rifts, a formalized table that defines what happens when the target has Resistance or Vulnerabilities to an attack source. Several examples provided.
* Resistance 2 = No Damage
* Resistance 1 = 1/2 Damage
* Normal = No adjustment to Damage roll
* Vulnerability 1 = Dmg x 2
* Vulnerability 2 = Dmg x 4
* Vulnerability 3 = Dmg x 10
* Vulnerability 4 = Dmg x 100
S.D.C. versus M.D.C. Interaction. Adjusting this interaction is not new news, but here we go. M.D.C. = S.D.C. x 10 (vice current x 100). S.D.C. could possibly damage M.D.C. targets, but deals with the M.A.R. and Vulnerability/Resistance Table, while S.D.C. targets suffer an initial Vulnerability 3 to M.D. weapons (hey, look at that, the x10 ratio is still there...). Examples provided.
Psychic and Magic in Combat. Magic and Psionic attacks ignore M.A.R. This function is to level technological damage to robots/beasts, giving magic/psionics that nuanced boost without having to make sweeping changes to books or powers.
One Pager Print-outs. Basically, a series of GM Screen supportable one-pagers for various parts of Combat that allows players a single page reference (both sides) for combat. Not that hard to accomplish leveraging Key Words and a heavy editing of the text.
https://www.scholarlyadventures.com/pos ... mbat-redux
In a request for feedback, what do you think? What house rules do you use for Combat to make it less ungainly/more relevant? What would you suggest to PB? Unleash the dogs of war....
Cheers.
Continuing our discussion about revitalizing Rifts (and PB is general) and the core rules, which have nuanced variations in each system and haven’t seen a full-sweeping update in a while. This second post tackles the Combat System and addresses some of the various issues with information as presented, as well as introducing a few suggestions to update the Combat Rules.
Key Tenets:
- Active Defense. This remains a thing; I will not advocate for any system that replicates any d20-esque DC targets for Strikes. For the d20 advocates, sorry, not sorry.
- Technological Superiority. There is an overwhelming superiority of technological solutions to combat problems, as damage delivery is simply too easily applied. The idea is to give magic and psionics a boost, without nerfing technology. Put simply, a big stompy robot/supernatural beast should be much more of a threat than they currently are.
Highlights include:
- Editing and Tables. Lots of editing and use of tables to present various pages of information into a single page.
- Use of Key Words. Ensures normalized language is used throughout the Core Rules; specifically, in cleaning up Combat Terms.
- Action Modifier Chart. A single reference for all modifiers to apply to combat situations. No more hunting for it.
- Saving Throws. A single reference for all modifiers to apply to combat situations. No more hunting for it. (are we sensing a theme?)
- Close Combat. 6 Steps are specific to CC. Continuing the dynamic presented in Skills Redux, we have Basic Actions and Basic Action Challenges. Basic Actions (e.g. Strike) get defined, as well as Basic Action Challenges (Parry, Dodge, Entangle), the latter getting much refinement. Ancient W.P. all advance at the same rate (e.g. all get +1 to Strike at levels 1, 4, 7, 10 and 13) or some such. Thus far, I have yet to be provided any cogent argument why they advance at random and alternating intervals that supports game design.
- Ranged Combat. 6 Steps are specific to Range Combat. The same issues for Basic Actions and Basic Action Challenges continues. Modern W.P.s get the same treatment as the Ancient ones - same issue for cogent arguments remains. Prove me wrong. Missile Combat gets refined from 4 pages to one. And to answer the inevitable question, yes, 4+ guided missiles is still a thing, but defined in a way that provides a reality-based reason (AI swarm weapons are a thing).
- Other Rules. Horror Factor gets pulled from the Psychic Combat Section (like, huh? why there?) with updated language to make it more common and reasoned. Perception is not a d100 roll to better mesh with Skill Challenges. Surviving Aircraft Crash-Landings remains as a single paragraph. Robot Combat Damage Tables and Impact of M.D.C. to S.D.C. targets are updated.
- New Rules (a.k.a. try these on for size...)
Mega-Damage Armour Rating (M.A.R.). A new mechanic that is calculated on the Main Body M.D.C. (10 + Main Body/100, rounded down) with a maximum of 16. Rolls to Strike that exceed do full damage, any damage rolls for hits equal to or below this suffer a level of Resistance. Several examples given and better defined in blog post.
Vulnerability/Resistance Table. Something hinted at throughout the entries of Rifts, a formalized table that defines what happens when the target has Resistance or Vulnerabilities to an attack source. Several examples provided.
* Resistance 2 = No Damage
* Resistance 1 = 1/2 Damage
* Normal = No adjustment to Damage roll
* Vulnerability 1 = Dmg x 2
* Vulnerability 2 = Dmg x 4
* Vulnerability 3 = Dmg x 10
* Vulnerability 4 = Dmg x 100
S.D.C. versus M.D.C. Interaction. Adjusting this interaction is not new news, but here we go. M.D.C. = S.D.C. x 10 (vice current x 100). S.D.C. could possibly damage M.D.C. targets, but deals with the M.A.R. and Vulnerability/Resistance Table, while S.D.C. targets suffer an initial Vulnerability 3 to M.D. weapons (hey, look at that, the x10 ratio is still there...). Examples provided.
Psychic and Magic in Combat. Magic and Psionic attacks ignore M.A.R. This function is to level technological damage to robots/beasts, giving magic/psionics that nuanced boost without having to make sweeping changes to books or powers.
One Pager Print-outs. Basically, a series of GM Screen supportable one-pagers for various parts of Combat that allows players a single page reference (both sides) for combat. Not that hard to accomplish leveraging Key Words and a heavy editing of the text.
https://www.scholarlyadventures.com/pos ... mbat-redux
In a request for feedback, what do you think? What house rules do you use for Combat to make it less ungainly/more relevant? What would you suggest to PB? Unleash the dogs of war....
Cheers.