Discussion notes on Jedi Combat

Design new game mechanics or propose new rules
Brend
Brend
Stuiter
Stuiter
Elmer
Elmer

Discussion notes on Jedi Combat open

Post Brend » Sun Feb 22, 2015 5:13 pm
User avatar
Brend
 
After the combat-heavy [4 -5] The curious case of Fjihc'Simab I had a discussion on the topic of Jedi Combat with Elmer and Chriz. This post gives an overview of the reached conclusions in short note style. These notes can be used as the basis for a discussion during the write-a-thon, or here on the forum.

(These notes are the concensus. Differing opinions or statements are clearly marked as such.)

Combat: same weapon-classes (that is: range vs range, melee vs melee):
  • Core Hegeomny styles can work, but the opponents also need to play it at range; mixing of weapon-classes creates confusion with both players and ST
  • All weapon classes should get their own weapon bonusses like sabers get right now (of course only for the special operatives associated with the weapon)

No more than 4 combatants, of which no more than 2 under ST control:
  • Meer combatants means more time for dull combat stats and number checking, less time for cool descriptions
  • If there are more combatants, they should be scenery and springboards for the coolness of the main characters in the scene -- they should be glorified turrets and grenade spammers

Too little 'signature style' because everyone has to start with Shii-Cho:
  • Maybe we should remove the mandatory Shii-Cho start. This gives more freedom to select two styles that fit the character.
  • Teamwork during combats is encouraged. Stronger focus on personal style gives more divergent combat styles, which can be used in teamwork.
  • A drawback of this idea is the possible split start with two extreme styles, one offense+ one defense style. However, assuming that the system is balanced, more balanced starting builds should be able to overcome this by nuanced use of the parry mechanism.
  • [Chriz and Elmer] Chriz and Elmer add that they would switch away Shii-Cho immediately.
  • [Brend] Brend adds his opinion that an increase of (:xp) cost for buying a new combat style to ≥4 (:xp) will greatly increase the feeling of the signature-ness of a style (since learning a new style is a strong investment)
  • The choosing of a style ought to be done by answer the question "Does this style fit my character?" and it should not be lead by the question "What can I not yet do in combat?"
  • Taking a new style should give access to a new type of manoeuvres, not simply a stack of extra moves.
  • Ataru's "Do nothing for a bonus"-style manoeuvre is bad for creativity.


If you have a question, or would like clarification for one or more of the points noted above, please do not hesitate to ask!
Post Brend » Sat Mar 14, 2015 1:50 pm
User avatar
Brend
 
During the write-a-thon we noted the following problems:
  • The combat system needs a rework!
  • Operatives from other factions should remain possible
Post Stuiter » Sat Mar 14, 2015 10:22 pm
User avatar
Stuiter
 
How are things going? I got some time now.
Post Elmer » Mon May 18, 2015 2:31 pm
Elmer
 
I have been thinking on the glorified turret part, and why that really didn’t went smooth during the Fjihc’Simab combat.

As a small recap: the situation was roughly as follows:
glorified turret combat
There are 2 enforcers (red and blue), and 2 jedi (jedi and sith). To make combat easier, only enforcer red has stats, while blue remains in the background and no stats.

Jedi attacks red, sith attacks blue.

Blue is off balance, and sith is off balance, but since blue has no stats, sith cannot continue attacking blue on a efficient basis since he does not know how or why blue is off balance.

ST gives blue stats and the combat continues as a normal combat.

This caused some confusion during the combat, with as result that the ST (Brend) needed a lot of time to calculate all the stats.

I think one of the things that went wrong there is that while Brend initially wanted to give the enforcer ‘glorified turret’ status, the enforcer in fact was a real force user with force user stats. Only the stats were hidden this time.

So the situation there should have been either: Blue is an enforcer with stats, or Blue is a glorified turret which will be down in one blow. Not an unknown thing hovering somewhere in between.

Note that this s not criticism on Brend, but my personal observation of the combat and again a conformation on how combatants should either be combatant or extra, since the combat roulete was not a great success.
Player of the Teprogrenaian Consensus inner world
You need a picture? Pm me ;)

Return to Game Design & Rule Discussion