Combat Cycles [Homebrew]

Last week I talked about wanting to run a specific kind of system that doesn’t seem to exist yet and why I would be building a new system to accommodate my white whale of a playstyle.

This week, I’ll be taking a closer look at an actual combat encounter, how I’d like it to play out and how that might work mechanically. But first, I’m adding something to my set of guidelines.

A picture of a 12-sided die.
Poor, underused D12. You’ll get your time in the sun.

– I’d like for my system to use a D12 as its primary die.

Why the D12? because the poor D12 is criminally underused and I like the way it looks, that’s why. On to the rules crafting.

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Homebrewing thoughts

For this week, I thought I’d do something entirely different. For the last 25 or so post, I’ve talked about how to run existing games, how to deal with players and topics in specific ways and what sorts of tools you might have in your belt.

Home brewing ingredients
No, not that kind of homebrew.

This week, I’m doing something entirely new. I’ll be talking about home-brewing and house rules. Not in abstract way or from a meta perspective. No, I’m going to try and present you with some thoughts I’ve had on a combat system. It’s not complete or even compatible with most games but I figured it would be a fun write-up and possibly a fun read.

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So you’ve given the predator stats

Aka, If it bleeds, we can kill it!

(i recommend putting this clip on in the background.)

Imagine the following.
Your party is being stalked by some unseen foe that has just managed to decimate an entire village and its fighting force with some fiery form of magic missile. This ‘wizard’ is an absolute beast in hand to hand combat and it has managed to stay invisible throughout the entire ordeal. Having a seemingly impossible acrobatics skill and perhaps even multi classing a few levels in monk for having such an impeccable physique. Earlier when you tried to find this person, they manged to trick you using a form of ghost sound to mimic the parties cleric. A master of multi attack, fist weapons, staves, glaives…..throwing weapons like stars, chakrams, nets, daggers and traps that not even your base 14 perception and survival combined would pick up. Seemingly leaving no trace in the wild, so perhaps also having a class in druid or ranger, though the sheer amount of strength and knowledge of weaponry would suggest a fighter or a barbarian.

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Custom GM tools

Last week we talked about the standard tools in a GM’s metaphorical toolkit. This week I want to touch upon two additional tools for your belt, though these take a bit more work to get set up and are a lot more specific to your game.

A world map
A map of one of my game worlds, lovingly illustrated by one of my players. The lines depict travel for the first quarter of the campaign.

This means they’re not nearly as portable as the good old ‘use a notebook’ but when used properly, they can have a huge impact on your games. The two tools I’m talking about are custom character sheets and world visualization tools.

Let’s dig in.

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