I want more of this

Chapter 1 of my Genesys campaign is drawing to a close with our “heroes” slinking out of the mountains with their bloodied tails between their legs, and I am considering some refinements to the rules for the second chapter. In particular, I want to refine some of the rules for combat based on my experience of changing combat rules for Warhammer 3. Here I explain why and what the rule changes will be.

What is wrong with Genesys combat now?

There are several problems with the way combat checks are resolved in Genesys now, which arise from the decision to give the attack check a fixed difficulty (two) and have modifications in difficulty depend primarily on the target’s armour and other boosts. This means that currently the pool of challenge dice will typically be something like two blue dice and 3-4 setback dice, regardless of how good the combatant is. If I stick Calim (a cleric with no combat skill) and Kyansei (a barbarian with good brawn and fighting skill) in the same armour, they’re equally easy to hit, and the only difference between them is that Kyansei has a talent that she can use to burn strain to reduce damage. What does this mean in combat?

  • Very little chaos: The only way we can add red dice is by using story points to upgrade pools, which my players don’t do much because they’re terrified of giving me any (blame this on Coriolis). This means that there are few despair effects, and therefore very few mishaps, in what should be the craziest and way out part of the game, and also stops people from being able to prevent criticals
  • Way too many dice: All those black dice are annoying to calculate and throw around. I have to ask the player their character’s defense, then figure out if Itzel has cast a blur spell, and then consider any left over setback dice from past enemies’ good rolls
  • Too many limits on defense: Basically if you’re wearing Lamellar armour (defense 2), carrying a shield (defense 1) and have Itzel’s blur spell you have hit the 4 dice limit on defense. This means that often cover, situational advantages and past good luck make little difference to someone’s defense. Basically when Kyansei is in the front line with a blur on her, nothing anyone else does will help her, and she has no benefit from cover when people are shooting her. All those threats, advantages and tactics go to waste.
  • Limited combat styles: Genesys has lots of dice and is designed for the advantages, threats, triumphs and despairs to produce special results but the part of the game that is richest in possibility for ways to use them is lacking in any distinctive rules about how they might apply, and lacks any special paths for fighter type characters to go down to benefit from them.
  • Lack of consistency: In every other part of the game we do opposed skill checks by setting the skill of the defender as purple and red dice, but in combat we don’t. Why this inconsistency? It irks me.
  • Too much power in armour: Since armour is the main way you don’t get hit and the main way you avoid damage, good armour becomes way too valuable in this game. Nobody yet has magical armour but my assumption is that it will have better defense, so then basically one suit of magic armour and a shield and you don’t need to worry about tactics or anything. Annoying! I might as well be playing Cyberpunk, where armour is completely borked.

So, given these flaws, I have decided to introduce a set of house rules that reduce the influence of armour and open up the possibility of multiple different schools of combat. I’m hoping that these house rules will make combat a little more tactical and reduce the importance of armour for defense, while increasing its impact on damage and thus further swinging combat in favour of the skilled people with the big weapons.

Combining talents and skills to set attack difficulty

In these house rules, the basic difficulty of an attack is set at two, just as before, but now armour offers no defense benefits, instead having slightly increased soak. Now, if a PC wants to upgrade the difficulty of the attack – that is, if someone wants to defend themselves – they have to sink 5xp on one of three possible talents, which then enable the PC to use a skill to set the difficulty of the attack provided they meet the conditions of the talent. The talents are listed here.

  • Dodge: The PC uses their acrobatics skill to set the difficulty of the attack, provided they are aware of the attack, are able to move freely and are wearing light armour. Later levels of the dodge talent enable the PC to take strain to reduce the damage of missile attacks, to escape from combat, or to reduce the damage from spell attacks.
  • Parry: The PC uses their melee skill to set the difficulty of the attack, provided they are carrying a weapon with the defensive quality or a shield, and are aware of the attack. Later levels of the talent enable them to disarm their enemy, take strain to reduce the damage from missile attacks (provided they have a shield) or do counter attacks.
  • Block: The PC uses their resilience skill to set the difficulty of the attack, provided they are wearing heavy medium or heavy armour. Later levels of this talent allow them to knock an attacker over, to reduce damage from melee or missile attacks by taking strain, to grapple someone’s weapon hand, or to reduce the damage from spell attacks.

So for example, a PC with agility 3 and two ranks of acrobatics skill who takes the dodge talent will be able to change the difficulty of the attack from two purple to one purple and two red, provided they can move, know they’re being attacked and are wearing light armour. This is approximately the same difficulty to hit as if they had a defense of three in the old rules, so it means that this highly skilled acrobat is as hard to hit as if they were wearing lamellar armour and carrying a shield – but has much less soak. In contrast, someone wearing chainmail armour who has three brawn and resilience of two will offer the same difficulty to hit as this acrobat, though they will have much greater soak. These talents also offer three pathways in combat: either light and mobile, aggressively hitting people, or tanky.

The primary benefits of this system are:

  • It rewards people who sink a lot of xp into combat-related talents with interesting things to do
  • It offers people the chance to avoid critical hits by using skill
  • It increases the range of options to gain defense from magic, cover and tactics (setback dice can still be added to the difficulty like this)
  • It means I don’t have to ask people their defense and wait an hour as they add up 1 and 2, but instead everyone knows exactly how hard they are to hit
  • It frees up story points from the defensive part of combat

This also means that your classic cleric lumbering around combat without many talents or much training but wearing heavy armour will be easy to hit and hard to hurt. That’s good! To make up for the problem of extra soak on armour I also introduce some favoured weapon talents that increase damage and also give the opportunity to gain automatic advantages. I have also introduced a set of knife fighter talents that give people using this weapon the chance to use cunning instead of brawn to attack, and some tricks for getting inside weapon range and staying there.

Other benefits of armour

Of course this system raises the possibility that armour becomes boring and there is no reason to choose any one kind of armour over another. I have added some spice to the armour by giving different kinds of armour different sorts of resistance against elemental (spell) attacks. In the magic rules I am using every element has its own special properties: lightning, for example, is stun 2 and pierce 1; dark, the form used by deepfolk, is disorient 1 and vicious 2. But now some armour types offer immunity to some elemental types. Table 1 shows these benefits: Lamellar, for example, is immune to the special effects of force, dark, ice and acid.

TypeTypeSoakEncResistancePriceRarity
RobesLight+11Lightning, acid, ice200
Cloth/paddedLight+22Lightning, ice401
LeatherLight+22Lightning, dark802
Lamellar / studdedLight+23Force, dark, ice, acid1503
ScaleMedium+34Force, fire, ice, dark2002
ChainmailMedium+33Fire, earth4006
Half plateHeavy+44Fire, ice15008
Full plateHeavy+55Fire, ice, force20008
Table 1: Revised armour soak ratings and elemental resistances

This means that PCs will need to make some hard choices about whether they want to be resistance to deepfolk magic as well as physical attacks. Note also that removing defense from armour means that magic armour now has many benefits: when (if) the PCs get their first suit of magic armour, even the lowest level of magic armour will be hugely valuable because it will be their first chance to gain a point of constant defense.

Is this system too complicated?

This is a kind of a silly question in Genesys, since the entire system is ridiculously complicated, but in answer I don’t think it is, because every single round my players need to be told how many purple and black dice to add, and it changes every turn because of the consequences of past rolls. And I have to ask them constantly what their defense is, or refer to a table, so what changes really? This system will, however, more clearly delineate between dedicated fighters and non-fighters, and between minions and rivals. At the moment we have a stormcaller (Bao Tap) and a wandering blacksmith (Quangbae) who have no special talents but by dint of their brawn and skills are just as good in combat as Kyansei. In this revised system they might be as good at hitting people as Kyansei but, since she sinks her xp into combat talents, they’re highly unlikely to be as good at defending themselves. This means that if all three of them are constantly running into combat, it’s going to be Quangbae and Bao Tap coming out with the crits, not Kyansei.

It also helps to distinguish between minions, rivals and nemeses. Genesys even has a Rival talent that is intended to increase the difficulty of hitting rivals, who are otherwise too easy to hit. With this system we can make it simple: minions have no special combat talents, but rivals can draw from the same tree as PCs to become very hard to hit. So instead of a dragon with brawn 8 and 3 ranks of resilience skill being as hard to hit as a wizard, we can give them the block talent and only truly stupendous fighters will be able to hurt them.

Finally, the system shifts the balance a little more to missile weapons, since none of the talents applies to them, so seasoned warriors will always be easier to hit with crossbows. That should also force some difficult decisions, since it will mean that weak archer minions are genuinely dangerous.

I will introduce this system from chapter 2 and see how it goes. Hopefully it will shift the balance of combat towards the skilled fighters and the minion archers, force more use of cover and tactics, and increase the levels of chaos and skullduggery in battle. Let’s go, warriors, let’s go!