An intense round of Claustrophobia play testing is underway and bearing fruit. Today we’ve got new combat rules for you. Instead of team based combat, the new rules let individuals shine and make sphere choices much more intuitive.
The steps for combat are:
- Choose a sphere.
- Determine Advantage
- Attack and Defence
- Determine Hits and Deal Damage
Choose a Sphere
The Sphere you use in combat is determined by what you’re trying to do. You should have a good reason for using the sphere, and the DM always has the final say.
Physical: you’re trying to wrestle, punch or otherwise physically harm your opponent. Use this when fists are flying and your goal is to capture, wound, knock-out or kill your enemy.
Mental: you’re trying to confuse, outwit or mentally outmaneuver your opponent. Use this sphere if you’re engaged in a hacking war, trying to beat your opponent at a puzzle or strategy game, or racing a rival scientist to a breakthrough.
Social: you’re trying to negotiate, intimidate or in some way rise socially above your opponent.
Choose a sphere secretly with your sphere cards. This does not need to be the same sphere as the sphere you are using for your attack. Every PC and NPC then reveals their sphere card.
Physical: you are using muscle to gain the advantage, such as sprinting to a vantage point, throwing sand to distract your enemy or charging them.
Mental: you are using cunning to gain the upper hand, luring them into a trap, surrounding them in a clever cross-fire or using some other ruse.
Social: you are using social manoeuvring, diplomacy or intimidation to gain the upper hand in the coming fight.
Each character rolls and puts aside any successes. Total the value on these successes to determine the order of advantage (highest advantage goes first). If you get no successes, you go in the total die score order after characters with successes. Ties should dice off separately. Any 1’s rolled to determine advantage don’t count as losses.
Example: Two gnomes are fighting a flamingo. Gnome one rolls a 5 and 3 and gnome 2 rolls a 5 and 2. Their total is both 5. In this case gnome 1 goes first. If the flamingo rolled two dice, with a 4 and a 4 (2 successes), it would go first.
Attack and Defence
Choose a target for your attack. You may roll as many dice as you have listed in that sphere, or less, but you must roll 1 die. Your opponent must use the same sphere and rolls defence in the same way.
Determine Hits and Deal Damage
Roll and compare. You score 1 hit and 1 wound for every success you score over what your enemy scored. Any ties go to the defender. Any ones rolled which are left unmodified are wounds taken by the target of the attack. The winner describes how their attack succeeds.
Distribute the removal of dice randomly between the losers stats, either by rolling dice or by using the sphere cards.
If the defender gets more successes, they score no hits on the attacker.
Combat then moves to the character with the next highest advantage.
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