Clock-based Combat Speed for OSR RPGs
🕑 Added 2022-03-05 22:52:22 +0000 UTCHowdy everyone!
As i develop the rules and materials for Time of the Essence, I've had this cool little idea for combat speeds in OSR (or at least, most OSR games).
Now, weapon speeds and "speed factors" have always been a bit of a sore spot in RPGs - some people spend a lot of time trying to implement them, others say there's no need for them in a highly abstract-combat game (which early D&D and most OSR clones are).
Me, I don't really care for either position - but I do like experimenting with ideas and mechanics, and I simply hope some of you will find the read interesting :)
The rules below are are licensed under the Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0) License.
PREMISE AND REQUIREMENTS
This system is pretty simple, but it's based on a few core elements that might not be part of your game (and in that case, it's not gonna work I think).
- Player Character weapons deal damage tied to a die size, from d4 to d12 (d2 are also ok). No 2d4, 2d6, 1d8+1 and stuff like that. Monsters need not abide to this.
- Each creature only gets one "major action" per round (not including movement).
- Combat situations never feature more than 12 individual creatures.
- You're not using a grid with miniatures for combat.
HOW IT WORKS
So for this system to work, you need a few physical items (or a digital equivalent, such as an Owlbear Rodeo or Roll20 setup).
- A flat, 12-hour clock-shaped "battlemap". Basically, it's a circle with 12 spaces, numbered 1 to 12.
- A token or miniature for each creature taking part in the battle - each token needs to be small enough to fit in one of the 12 spaces of the clock.
When combat breaks out, the Referee determines which side has the initiative, either based on the context and fiction, or by rolling a die.
When a combat round begins, the side with initiative places all their tokens on the clock, then the side without initiative places all their tokens on the clock.
- Each space on the clock can only hold 1 token.
- Tokens for adventurers (PC & followers) can be placed in any empty space of the players' choice (remember, only 1 token per space).
- Tokens for monsters are placed randomly by rolling 2d6 for each monster and placing the monster on the corresponding space; if that space is not available, place the token on the closest empty space, going clockwise (for instance, if you roll an 11 but spaces 11 and 12 are occupied, the token gets moved to space 1).
To resolve a round, start with whoever is on space 1 and proceed clockwise until you reach space 12. Combatants act in that order, and their current space limits what adventurers can do with their action (monsters, on the other hand, are not limited by this).
- Attacking with a weapon: This can only be done if you are on a space that is equal to or greater than your weapon's die size. So to attack with that d10 greatsword, you need to be on spaces 10 to 12. Using a d4 dagger? There's a good chance you'll act before the enemy.
- Casting a spell: This can only be done if you are on a space that is equal to or higher than the spell's level +3. If your system doesn't feature spell levels, then spells can be cast on spaces 6 or higher.
- Using special powers: This can only be done on spaces 6 or higher.
- Attempting a stunt or creative strategy: This can be done on any space.
Optionally, you could give the attempt a bonus equal to half the character's current space, if the action involves a roll (for instance, attempting to shove a foe down a cliff when you're on space 11 would grant you a juicy +5 bonus since you waited).
A FEW NOTES
This system grants some real benefit to using lighter and faster weapons, making them appealing despite the smaller damage die. Additionally, it allows adventurers who seize initiative through creative means to manipulate foes into performing their actions at specific times. At the same time, it's possible for spellcasting PCs to be prevented from casting spells if the monsters occupy all slots from 8 to 12 - scary!
TAKING THIS FURTHER
If you have the patience to implement it, you might give each monster a unique initiative calculation (such as 1d4 for a super fast monster and 1d6+6 for a very slow monster) and also apply restrictions to the actions they can perform. This is basically an AI, and is close to how enemies will be structured and implemented in Time of the Essence.
Sample AI monsters:
Zombie
HP 5 (1 HD); AC 10; INIT 1d6+4
Action: d4 Claw (always available); or d8 bite if on space 8+
Sorcerer
HP 9 (2 HD); AC 12; INIT 1d8+3
Action: d6 Shortsword (always available); or cast spell if on space 6+