Playtests are back!

After some major rewrites on character creation and advancement, we are back to play testing Akkadian Rhythms. Things are going really well, and the new advancement system has already naturally self improved itself. It has accidentally evolved into a little bit of imagination fuel for the players.

One older piece of feedback has become more prominent. Both topics of combat engagement and running have come up in combat quite a bit. They are usually related as they are part of characters trying to get to the front lines of battle. In order to help address both I started working on a new type of action.

In most simple fights, keeping really rigid combat engagement that is difficult to break (i.e. characters cannot move until it is broken) and not including a running action works well. The use of ranged and magical combat become unique, and character differences shine on the battle field. Fights that get more complex, like fleeing enemies around a winding corridor, don’t work out so well.

So with that in mind, I introduce combat maneuvers:

Maneuvers
As an action on a turn, characters may make a maneuver. These actions attempt to avoid or enhance combat in some way. Unlike other actions, maneuvers can be made while moving, allowing a character to split their movement, performing the action part way through the movement. There are several types of maneuvers and each changes the battle slightly.

Running is a maneuver that allows the character to move further on this turn. The additional distance is equal to Agl, with a minimum of 2.

Sprinting is a maneuver that sacrifices all safety for speed. The character doubles their movement for this round, but gives melee attackers an advantage on their attacks. Ranged and thrown attacks take a disadvantage. If any of the ground being sprinted over is difficult, the character must succeed at a Dex skill check at the end of their movement or fall over.

Diving is a maneuver that attempts to avoid danger, but does not increase the distance moved. The dive may leap past danger, usually requiring an Agl skill check. Attacks made against this character suffer a disadvantage until their next turn.

Fleeing is a maneuver that allows a character to expose themselves to additional danger in order to escape a dire situation. A fleeing character breaks combat engagement by allowing the attacker a single immediate melee attack. The fleeing character can then choose to instantly run or sprint as they escape.

Brawling is a maneuver made to start a direct altercation. A target that is not engaged or engaging in combat can be shoved to steal their attention. The brawler and the both become engaged in combat, and the brawler may not continue to move. If the brawler has at least 1 space of movement left, they can push the target one space backwards, resisting with Str. If successful, both characters move.

When brawling in free narrative, use Str skill checks to determine a winner, rerolling ties. The first combatant to win 3 skill checks is the victor. The combatants should not lose life points in these scuffles, unless it becomes very violent.

I think that some issues I’ve always had with “dashing” in other games is better addressed by giving safe and dangerous options. It should capture the action better and keep that element of storytelling alive.

I’ve never been a big fan of the “dodge action.” I think that modifying it enough to give it a story reason to be used is going to help. During combats in almost any RPG I’ve ever played, players have attempted to dive for cover. Most games don’t have any reasonable way to handle this. Diving may not be any more reasonable, but it should give the GM tools to answer that question.

As for fleeing, I don’t think characters will ever willingly choose this option. This is born out of analyzing how players narrate their actions. There are times when player characters and enemies just run for the hills, and have no concern for their safety. The purpose of this maneuver is to give the GM another tool to respond to player narrative without having to make it up on the spot every time. The last time this type of action was taken in a playtest game, the question came up why the retreating character wasn’t running any faster. In this case, the story should be able to continue without having to be snapped into place by the rules.

The last thing to discuss is the brawling maneuver. I don’t think that bar fights should follow RPG combat rules. Characters should be allowed to shove each other around a bit without causing damage. This should give the GM a tool to resolve combat that is not intended to cause serious bodily harm.

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