Resolving Combat, not the blows
One of the worst aspects of LARP combat systems is the desire to resolve the minutiae, moment by moment tasks performed by the characters.
This tends to fall down as the intrinsic out come of any task will vary wildly, something that often requires a High Handling time but to simplify it too far loses the definition that is needed for a satisfying result.
What to do, what do.
An answer is to, instead, look to resolve the results of the Combat and not the blows.
Whilst reading a number of Threads and Posts about designing games, what has struck me that a very useful tool is working out what play should be, and then designing the system to support it. It may seem an odd way of doing it, but really it is really useful.
I went back to the drawing board, and had a look at how people (in LARP) fight for fun and decided "Write a system that supports that".
So, a quick system made me think.
Combat is resolved via a contested task.
The contested task is to score three 'touches' on the opponent without receiving one in return.
A touch is where you successfully strike (using a fully pulled/lightest touch blow) with an LARP designed combat prop.
The only additional rules is that when you receive or deliver a 'touch' you must disengage slightly (the front foot becomes the back foot), and you can't deliver a blow by using only your wrist (mostly, it's not safe)
Once the task is resolved, the 'winner' delivers the effect.
The task can be interrupted, and if facing 2 or more opponents your chance of defeating them is slim - however you may be able to hold them off...
Time for a play test m'thinks.
This tends to fall down as the intrinsic out come of any task will vary wildly, something that often requires a High Handling time but to simplify it too far loses the definition that is needed for a satisfying result.
What to do, what do.
An answer is to, instead, look to resolve the results of the Combat and not the blows.
Whilst reading a number of Threads and Posts about designing games, what has struck me that a very useful tool is working out what play should be, and then designing the system to support it. It may seem an odd way of doing it, but really it is really useful.
I went back to the drawing board, and had a look at how people (in LARP) fight for fun and decided "Write a system that supports that".
So, a quick system made me think.
Combat is resolved via a contested task.
The contested task is to score three 'touches' on the opponent without receiving one in return.
A touch is where you successfully strike (using a fully pulled/lightest touch blow) with an LARP designed combat prop.
The only additional rules is that when you receive or deliver a 'touch' you must disengage slightly (the front foot becomes the back foot), and you can't deliver a blow by using only your wrist (mostly, it's not safe)
Once the task is resolved, the 'winner' delivers the effect.
The task can be interrupted, and if facing 2 or more opponents your chance of defeating them is slim - however you may be able to hold them off...
Time for a play test m'thinks.

2 Comments:
The basis of simple system that I will endevour to playtest is this.
Wound States
Wounded - Each wound suffered adds +1 to a characters "touche" rating.
Maimed - A maimed character can no longer fight, but will recover if left alone.
Dying - A dying character can no longer fight, and will die if left alone.
The contest.
As per the rules already set out.
A player may call a 'wound' or 'effect' after the required "touche's" as represented by the "Touche" score of the character.
Example
Rob and John are fighting, Rob strikes John on the chest, Rob has a score of One against John
These "Touche's" must be uninterupted by the opponent scoring a "Touche". If that happens, the score is reset.
In other words you must reach your "Touche" score without being hit.
Example
Rob scores against John again, his score is 2. Unfortunately Rob's current "Touche" is 4, so he cannot call yet. Disaster! John strikes Rob, Rob's score is 0, and John's is 1
If wearing armour, then you may ignore it's value in Armour Points of "Touche's" before the score is reset.
Example
Rob scores against John, and his score is now 1. Unfortunately for Rob, John is wearing armour with an AP of 2. John's score isn't reset yet. Rob will have to hit him twice more to reset his score.
A blow cannot be delivered by the wrist, and after delivering or receiving a "Touche" your front foot must be moved behind the back foot - the "Disengage"
The Modifiers.
These are the skills and abilities that alter or effect the contest.
Weapon Use
The basic skill that all combatants must have to partake in combat.
"Touche" = 3, Available effects "Wound" and "Maim" and "Kill"
Two Weapon
May use a second weapon, that must be smaller than the first, to deliver "Touche's". This second "Touche" may be struck before the disengage.
Example
Rob and John are at it again, but this time John has 2 weapons. John strikes with his primary weapon, but before he has to disengage he can attempt to strike again.
Heavy Weapon use
The character may use a 2-handed weapon.
"Touche" = 2, Available effects "Wound", "Maim", "Kill" and "Smash"
Weapon Expert
The character has -1 "Touche" score and the effect "Disarm"
Yes this does mean someone who is an expert in Heavy Weapons can inflict "Maim" in one blow.
Effects
Note, mimimum score for any effect is 1!
"Wound" - Wounds the opponent, requires a score of Touche -1.
"Maim" - Maims the opponent, requires a score equal to the Touche.
"Kill" - The opponent starts Dying, requires a score of Touche +1
"Smash" - Destroys a Sheild. Requires a score equal to the Touche against the Sheild.
"Disarm" - Opponent must drop the sword. Requires a score of Touche +1 against the weapon.
"Resist" - Each resist allows you to make any effect become a "Wound" instead.
Armour
Armour has a point for every yes.
Is it Metal? Is it Rigid? Is it Thick? Is it Leather? Is it Heavy?
Each point of armour also grants a "Resist"
Example
Rob and John again.
Rob has two weapons, a leather surcoat (1pt) and Weapon Expert.
John has Chain Mail (2pts), and a sheild.
1st Exchange
Rob hits John twice and calls "Maim", John calls "Resist"
Touche, Rob = 2, John = 4.
2nd and 3rd
John hits Rob. On the third exchange John calls "Wound"
Touche, Rob = 3, John = 4.
4th, 5th, 6th.
John hits Rob twice, Rob hits John twice in round 6.
7th
John hits Rob once, his score is three because his Armour protects him. Rob's score is still two as well.
8th.
Rob strikes Johns weapon and calls "Disarm", John calls "Resist". Johns "Touche" is now 5.
9th,10th
John strikes Rob twice more and calls "Maim", Rob calls resist.
Touche, Rob = 4, John = 5.
Both combtants are wounded and tired, but Rob has the upperhand.
Hmmm, thats sounds quite cool. Let's see how it plays for real.
After some initial testing, I'm not happy about the armour rules.
I'm thinking the following alterations.
Armour For as long as the duellist has an Armour Point left, then the duellist may call "Resist" to any "Maim" or "Kill" call.
Wounds
Each wound increases the Touche count by 1 and reduces the Armour Points by 1.
Unifies all the modifiers in one.
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