So, for my current game there’s two tiers of fights - one-roll combats where it’s just resolving an entire skirmish against mooks, beasts etc, and in-depth battles against Shadow of the Colossus-size gribblies.
I’ve put together this system for the big battles, trying to keep it rules-light but still interesting. It’s an attempt to boil down what made Rhapsody of Blood work into a couple of moves, without adding too much complexity. What do you think? I’m particularly interested in how Confront’s risk-based stat assignment works in play.
Significant foes have 1-3 Qualities - packages of threat reactions. So a bird monster might have Big Wings, Lightning Organ, Terrible Beak - the first lets it fly around and knock people about, the second one summons and controls lightning, the second delivers nasty bites or swallows an unlucky hero whole.
Confront
When you look for a weakness in your foe but risk…
- …the foe singling you out, roll +Force.
- …being separated from your allies, roll +Prowess.
- …the foe taking aggression out on the environment, roll +Cunning.
- …the battle moving on as you take your time, roll +Wisdom.
On a hit, you find or create an opening. On a 7-9, the risk comes true.
Strike
When you exploit an opening, roll +Force or +Covenant with the opening’s creator. On a hit, you strike true and strip away one of the foe’s qualities. On a 7-9, the GM picks the foe’s reaction: reshape the battlefield, lash out at you, put you in a spot.`