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New simple combat mechanics

Neutral_Tones

Level 2
Neutral_Tones
Neutral_Tones
Omega
What's your Minecraft Username?: Neutral_Tones
What's the title of your suggestion?: New simple combat mechanics

What's your suggestion?:

Winding in combat:​

If hit in the stomach hard enough, the individual will be forced to lose their next turn due to 'recovery time' in combat. This will tilt advantage into the one who strikes's favour.
(for attacker) positives:
their move gets skipped
you can run away or attack sooner

(for attacker) negatives:
they can still roll against you dipping or attacking
weapon with 2-hit KO or better needed OR an unarmed roll of 100 and upwards (so that G10 and G11 can do it too)
no KO points given

Requirements
:
Weapon that can KO
Weapon must have 2-hit KO or better.
• (If unarmed) Roll 100 or higher
Be in combatMinor perms or higher
Minors not needed if you are the one attacked (I.E: attacked/grabbed in school for some reason.)

Random bone breaking:​

An individual will have the appropriate bone broken (and shattered if hit there again) depending on where they are hit based on the following requirements:

Weapon that can KO
Weapon with OHKO (1-hit KO) breaks without minimum roll.
Roll of 125 +
• (If unarmed) Roll 150 (175 as KPD for fairness) (edited)


I, and a few others, think these would be really good additions to combatRP, for both offence and defence, I hope you take this into consideration.

How will this benefit the server and community?:
This can improve the realism of combat and improve combat strategies for roleplay situations and LORE.
Overall, this can make a more interesting situation in combatRP which can make fights more indecisive and down to how the player decides to fight, rather than the simple luck of the draw we currently have.
 

Popo

Level 69
DarkxWalker
DarkxWalker
Notable

Winding in combat:​

If hit in the stomach hard enough, the individual will be forced to lose their next turn due to 'recovery time' in combat. This will tilt advantage into the one who strikes's favour.
(for attacker) positives:
their move gets skipped
you can run away or attack sooner

(for attacker) negatives:
they can still roll against you dipping or attacking
weapon with 2-hit KO or better needed OR an unarmed roll of 100 and upwards (so that G10 and G11 can do it too)
no KO points given

Requirements
:
Weapon that can KO
Weapon must have 2-hit KO or better.
• (If unarmed) Roll 100 or higher
Be in combatMinor perms or higher
Minors not needed if you are the one attacked (I.E: attacked/grabbed in school for some reason.)
I don't think this is entirely necessary as it may overcomplicate things for the simpletons who are newer to combat roleplay, where they might already find some of the rules somewhat difficult to comprehend. It's a good idea in general but not in practicality and execution.
This can improve the realism of combat and improve combat strategies for roleplay situations and LORE.
In any case, you can ask the person of the opposing side if they want to follow a sequence like this-- Skipping one's turn if hit in their solar plexus, or having bones break in the midst of powerful and brawny hits by both blunt weapons and fists alike. People are more than willing to roleplay these things out without adding these to the rules and making them mandatory, they will just deter people and lower retention rates for those who are new & interested in combat roleplay.
 

philbertman42

Level 146
philbertman42
philbertman42
Notable
There are a lot of things that could happen to the human body during a fight, many that might be able to introduce strategy into combat roleplay, but implementing random weak points into combat will just make things needlessly complicated.

It would also open the door to other suggestions that build off of this one. For example, if we can wind somebody by striking them in the stomach, why can't we cripple them by going for the groin, or by targeting specific pressure points? Injecting a bunch of arbitrary mechanics into combat will just make the activity needlessly bloated, and further confuse the players who already have trouble with it.
 

Yonio

Level 330
YonioTheNacho
YonioTheNacho
Omega+
I think something SRP players fail to realize is the fact that the unconsented, roll-based system is the last one in the priority list when it comes to battles. The only reason why it exists is because players don't usually consent to fights, which is somrthing that should be changed

Therefore, it's not really a good idea to try and add more details to a system that should be discouraged. It will make things harder to take into account (mind you, GangRPers already struggle to figure out who's turn it is during 2v1's)

Instead, we should start making it a common practice to ask the other person for permission to p2l, as that will make things way smoother. Roll-based should only be used when in a hurry, and even in that situation, making things more complex would be counterproductive
 

kustomzero

Level 151
UrAJinx
UrAJinx
Omega
I agree with what Dark, Philbert, and Yonio said. In my opinion it seems like nowadays everyone is just trying to suggest changes to combatRP to make it even more complicated and confusing even if it’s just simple stuff like this. If you’d like to have more lore with your characters when it comes to combatrp you could always try p2l instead of rolling. This gives more opportunities and decisions rather than rolling. Using p2l might help with the realism aspect you mentioned too. When it comes to rolling you don’t have a guarantee of what you want and only hoping the outcome is what you want it to be. However everyone has their preference when it comes to this and using p2l. Another thing when it comes to lore, planning ahead of time or improvising of what will happen to your character in a situation with any other party members that are involved can greatly help too. This can be for anything not just CombatRP.
 

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