What is Heroes & Other Worlds?

Heroes & Other Worlds is a game of adventure inspired by Metagaming's classic Melee/Wizard/TFT system combined with inspiration from the Moldvay edited basic game. The rules are easy to learn and use standard six sided dice. The system is simple, sensible and flexible in the spirit of classic role playing games from the early 80's. Become a Hero, Other Worlds await!

Saturday, February 10, 2018

Actions as resource

One of the concepts I am experimenting with is the idea of actions as a resource to manage in combat.  In concept the sum of your IQ + DX (adj) versus a table shows how many actions you get to use in a combat turn.  Those actions could be used to Attack, dodge, parry, move etc. as you wish during your turn--but for each action you spend 1 point. No points means no more actions to be taken this turn.  Note some skills if mastered add an extra action--but only to be used with that skill.  For example a Sword Master would get a bonus action--but it could only be used with the sword (additional attack or parry--not additional move or dodge).

Generally characters would have 2 to 3 actions, but master a skill (or high attributes) would add additional actions above the average...which kind of fits with the idea of the super agile, quick witted or highly skilled/ trained character/ opponent being more deadly/ creative/ hard to kill in combat.

The work continues...


15 comments:

  1. Mythras uses Action points. The Mythras Imperative basic rules give each character two action points. The more advanced rules adjust this by Dexterity and Intelligence. Sounds like a good idea.

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    1. Really? I have not looked at that system is it an older or new system? Either way I guess it is proof there is nothing new under the sun! :)

      I am going to continue to pursue my thoughts all the same as it make logical sense and I think makes more interesting decision if you are an Expert at skills and increases player/character flexibility in combat decision making. Some things still have limits such as limited move if you are going to shoot a bow or cast a spell...but what if you cast or shoot first...then move!

      Second for reloading (a bow/ crossbow) now you spend action resources to do so. In the two play tests I gave everyone wood cubes as a marker to use for actions to track what they used or had available.

      Not sure yet if it is too fiddly to work, but want to see it in pla some more before keeping or tossing.

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    2. I think the key is to keep it simple. HOW and Melee do this but in a very verbose, confusing sort of way (at least to me). I would stick with MV = DX/2. Then assign costs in a simple way (NO TABLE!).

      Move 5' (1 space) = 1 MV pt.
      Minor action (reload bow, draw something into hand, etc.) = 2 MV pts.
      Major action (attack, rise from prone, cast a spell, etc.) = 4 MV pts.

      If they have enough MV left over to make a second Major action, let'em but if that action requires a check (attack), penalize by adding d6 to the result.

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    3. That is interesting...I love clean and concise...but does it leave players enough flexibility? hmmmm

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    4. Flexibility? Only yoga can do that! I guess I need to know what kind of actions you in mind. :P

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  2. Barebones Fantasy is a percentile system. Rolling under an attribute. They have it that you can do as many things as you want in a turn but each action is an extra -20% to the roll (they stack). If you roll doubles and don't succeed then it is a critical fail. So you can't abuse the system. But there is no resource management (cypher system does resource management), just the risk of a critical failure. Probably doesn't help much as far as what you are doing but might give you some ideas to help you in your work on this project.

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    1. Very much value the input and the insight! More grist for the mill is always a good thing! Appreciate you sharing

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  3. Have you ever looked at Metagamings "Starleader: Assault"?

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  4. This actually also sounds very much like the old SPI game Dragonquest -- they used "Action Points" to run the turn. It was a technique they shifted over from their tactical modern combat games like Red Star/White Star II and even some operational scale games like the BAOR/Fifth Corps series, and Next War.

    My experience with it was that it was highly realistic, very time consuming, and somewhat clunky for man-to-man combat when more than two or three people were involved. (It was those things for the wargames too, but we seemed to mind it less when fighting multiple division engagements at the Battalion/Regiment level or even fighting platoon/company level tank engagements.)

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    1. Hey Jeff--good points and appreciate the insight. In a melee of bandits vs players it did get a bit burdensome--for me. Players were able to track their own character but as referee managing 5 opponents? it was a chore! So I am going to have to playtest some more before I decide to keep or kill it.

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    2. As a suggestion based on personal experience -- using a map makes it MUCH easier to track; especially if you can lay a number marker on the individual characters indicating how many Action Points they have remaining to spend. Trying to do it mapless would rapidly drive me to fling myself howling on the floor and chew holes in the rug... ;-)

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    3. Aha! Good call--will try it placing blocks by each mini! Much obliged!

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  5. You might want to look at some other skirmish games. I would recommend looking at Song of Blades and Heroes or Frostgrave. The action system they have in place is quite simple.

    Jonathan

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    1. Thanks Jonathan! Indeed I have both (and play) the games you mention and really love Frostgrave! I will review both

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    2. Great gaming minds think alike :-)

      Jonathan

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