How would you guys design a fast-paced combat system for an rpg? Let's say a homebrewed rpg of Bloodborne, where your armor is only modified common clothes for light movement, you roll to the sides and backstep in order to avoid getting hit by beasts, you can parry certain enemies.
>>52433004
Some guy is working on a tick-based system that makes fights more "real time" so you have to time your dodges and such.
I find that these sort of games are a bit clunkier than "simple" turn based systems.
Systems with simultaneous turns in general rely a lot more on player skill; which may be a good thing but it also sorta takes you out of the experience a bit when your skills of prediction doesn't match that of your character (or the DM happens to play random mob member as wily as a master swordsman).
But they are real fun to play VS.
>>52433196
Any links, my friend?
>>52433004
It's called playing with action figures and bashing them into each other repeatedly.
>>52433004
Rules light, as few rolls as possible. Give players an incentive to describe what they're doing. More narrative focused, less rules focused.
And what about stamina? What do you guys think about a stamina based combat? (player has a certain amount of moves maybe?)
>>52433295
Remember, every extra rule, every subsystem you tack on, and every extra bit of book keeping you add is going to slow combat down a little bit more.
Should it be oriented on player's narrative on the most part and minimal rules applied? Someone get their ideas in here
>>52433222
This should be it:
>>>52350440
>>52433376
Yeah, this is the inherent problem with trying to make "fast paced combat". You are likely to make systems that play slower.
Still, all is not lost. I haven't been following the development up above, but here, have my old as shit 1% finished homebrew.
>>52433458
You have my thanks, honorable soul
>>52433004
Check out Feng Shui, it manages fast paced combat pretty well, though it's rather more light hearted than Bloodborne.