For the first post in this series, click here.
As I mentioned in the first post in this series, we’re going to look at my adaptation of two systems borrowed from other writers: Luke Crane’s “Bloody Versus” from The Burning Wheel RPG and Peter Rudin-Burgess’ “One Roll Combat,” appearing in Lowborn: an Independent Grim & Perilous Fanzine for Zweihander RPG’s first issue.
Both systems intend to use a single roll to determine the end result of a combat, though the Bloody Versus (by my read, at least) is more focused than One Roll Combat. Let’s take a look at some adaptations for Cortex Prime based on the two.
Like most aspects of The Burning Wheel RPG, the core combat system in that game is relatively complex. I’m personally also not a fan of the “scripting” system for close combat, the conceit of which ignores the fact that a fighter makes choices about actions in combat based on cues from the other fighter(s), and not completely blind. But that’s besides the point since we’re looking at Bloody Versus.
Bloody Versus distills combat into a single opposed roll between the fighters. At first blush, a player may complain that this gives too little control over the outcome of a fight, but I’m not sure that this isn’t just a variation of the gambler’s fallacy; whether the statistics are compressed into a single roll or several, they’re still statistics about likelihood of winning, and it’s arguable that any Assets or other things set up for a single-roll combat have greater value than in a turn-by-turn combat, so it may all be a wash. Again, this is just one tool for your toolbox, and it may or may not work to the satisfaction of your table. But I’d judge it based on its narrative usefulness and whether you’ve got players who really want the nitty-gritty details of combat rather than on comparative statistics.
Here’s the issue with a Cortex Prime Bloody Versus: how do you set the stakes? How do you determine if a fight is a lethal one or just a good, old-fashioned donnybrook that results only in bruised faces and egos? Partially, this depends on how you’re handling damage and injury in your game—if it’s a light-hearted game then scaling should look different than if you’re playing gritty dark fantasy.
It should also be noted that the basic rules for Conflict and being Taken Out in a scene are essentially a Bloody Versus (or maybe a Bloodless Versus) depending on circumstances. There’s nothing to say that you can’t just bounce between those rules and turn-by-turn combat. But I’d like to offer something a little more substantial—that doesn’t necessarily preclude the occasional use of the “core” Taken Out rules.
We’ll do that by a bidding system. If you’re using the “Stress/Trauma” system from the Cortex Prime Handbook or some variations I’d described in the series on making Cortex Prime gritty, you’ll need to first determine whether the conflict is a lethal or non-lethal one.
With that determined, we’ll turn to the “Risk” die. Each character chooses a step for their Risk die—this is added to their Pool, but also becomes the Stress/Trauma received if they are on the losing end of the conflict, giving characters some added agency even in a one-roll combat.
Bear in mind that the use of the “Risk” die inverts the normal scheme for Effect Dice—each character is essentially setting what the Effect Die against them will be if they fail, while the selection by the opposing character sets the same. This focuses player agency on the risk rather than looking for the best possible Effect Die after the roll. For me, this seems narratively appropriate, with the added bonus that you won’t spend time looking for Effect Dice after the fact.
As a consequence, though, you’ll need to decide whether the ability to spend a PP to add a second Effect Die is available. For my own games, I’d rule that this expenditure may be used against any “average” opponent but not a PC, an Elite fighter or a prominent NPC. It’s plot armor, yes, but in a relatively unobstrusive way. If you want to go all out, by all means—so long as your players are all in agreement.
It should be noted, also, that this system, as written (and barring the use of PP for additional Effect Dice as described above), does not allow for a character to be killed outright by a Bloody Versus test. If you want to step up the relative danger, you can rule that a character automatically receives a Plot Point if any 1’s are rolled, but that each 1 rolled steps up the Stress/Trauma received by 1 step. This, of course, adds additional risk and unpredictability a part of a Bloody Versus test. And it reflects reality—even the best of warriors can make a mistake that leads to his demise, even against a less-skilled opponent. This rule also means that the winner may take some damage from the test, even if victorious. As with the above, this also matches reality and deepens the risk (and therefore drama and meaning) of even a Bloody Versus roll. On the other hand, you’re playing a game where a death necessarily means a particular part of the story (probably a part of the story important to at least one person) also dies. If you’re using a damage track (as in my posts on making Cortex Plus grittier), you might actually get some additional protection here, depending on the length of the track compared to the “six steps to death” you get under the “Stress and Trauma” rules of the Cortex Prime Handbook. Don’t forget that your system for Armor may effect the overall balance as well.
The Group Bloody Versus
The rule above works well for one-on-one combat, but perhaps less so for larger-scale engagements. Let’s look at some ways we can scale up.
The easiest method is to pair PCs with combatant NPCs. This is cleanest, of course, with an even number of PCs and enemies, but you can also use Mob rules (if appropriate based on the enemies) to further condense the fight.
If a one-to-one match-up isn’t possible, then we need to get a little more creative. As I mentioned in my series on swordplay for writers and gamers, it’s really only practical for about three combatants to face a single opponent at once; add more people in and the likelihood that allies injure one another increases exponentially. This does not mean that you can’t put a group of five enemies on one PC, but you should bear in mind that such an arrangement probably means that two of those enemies are hanging back until there’s an opening for them to switch out with one of their fellows.
To use this method (which I’m calling Bloody Groups): first, group fights as you would for one-on-one fights, assigning additional combatants to each PC as necessary and as matches the positioning of the characters. Then, select a primary actor for the group. To that character’s pool, add the highest dice from two of his allies pools. Roll this against the PC’s pool. From the PC’s perspective: (1) on a failure, the PC takes damage per Bloody Versus; (2) on a success, the primary opponent takes damage per Bloody Versus; (3) on a heroic success, the primary opponent and his two allies all take damage per Bloody Versus. Here’s the kicker: any opponent fighting a PC, whether the primary actor or his two allies, adds any injury/Complication die to the PC’s pool, as any injured party gets in the way of his fellows, and it’s likely that, if there are additional troops standing by, they’ll switch out to allow the uninjured to continue the fight. For ease (and additional realism), establish the injury level at which enemies flee or are no longer combat effective; once they reach this level of injury, remove them from the fight (or, if it’s that kind of game, potentially allow the PC’s the opportunity to kill the fleeing combatant as he attempts to withdraw).
We can zoom out even further, as necessary, keeping the core of the Bloody Versus system. For an all-out melee where we don’t necessarily need to track each exchange individually, we can use what I’m going to call the Bloody Skirmish system.
To begin, establish a base difficulty for the group opposing the characters—this should be based on the skill of the combatants, not their number. Add dice to the pool for group Distinctions, Assets or other Traits in play as you see fit. Add a Risk die to determine how aggressively the group fights. Lastly, if you’re using a track for damage rather than the Stress/Trauma system, determine the length of the track for this group and when the group suffers a Consequence die due to losses.
Each PC rolls a Bloody Versus against the single opposition pool, applying damage to the opposition as a group or to PCs individually.
If the group greatly outnumbers the PCs (and your genre and narrative fit with this approach), use the Scale rules (Cortex Prime Handbook, pp. 99-100). This should make players reconsider plunging headlong into overwhelming odds (but there’s no accounting for what certain players will do, never tell them the odds, damn the torpedoes and all that).
And now we come to my adaptation of Peter Rudin-Burgess’ “One Roll Combat” system, which I’m going to call “Narrative Combat.”
Where Bloody Versus handles conflicts that are focused on the violence itself, the Narrative Combat system is better suited for quickly handling situations where combat is incidental (supplemental?) to the PC’s goals.
The system works like this: after the situation is defined and everyone understands who and what is in play, each player sets out a set of three to five actions (the GM should specify the exact number) that the player wants to accomplish. These actions must be in logical order and in the order in which the player wants to accomplish them. Players and GM should converse to clarify intent, methodology and likely effects for each action individually and as a whole.
Once there’s agreement on these points for a player and PC, the GM establishes difficulty thresholds, with the lowest threshold representing success in the first action, the second threshold set a certain distance from the first and representing success or failure in the second action, etc. As Rudin-Burgess is writing for a d100 system, these thresholds are linear and fixed; making for an easy port if you’re using Static Difficulty (Cortex Prime Handbook, p. 25). The first action might be at difficulty 8, the second at 10 and the third at 13 depending on the nature and difficulty of each action.
Alongside each threshold, the GM establishes a consequence for failure. This may be Stress or Trauma (or some other damage inflicted depending on your system), a Complication, an unintended consequence or change in the scene, etc.
Then the player rolls his assembled pool (again the GM and player should collaborate to determine the most applicable Traits to include in the pool based on the overall sweep of the actions declared). For each threshold met or exceeded, that declared action is successful. For each failed, the associated consequence is applied.
When all players have rolled, the combination of successes and failures is used by the GM to narrate the overall result of the conflict scene. It’s an efficient and creative system.
If you’re using opposition dice pools as per the usual in Cortex Prime, then some modification of Rudin-Burgess’ system is necessary over a simple scaling of difficulty thresholds. As this is true for the majority of my Cortex games, I’m doing the following for my Narrative Combat System:
We start with a base difficulty of two dice for the first action. If there are any other applicable Traits for the pool, those are added in. This initial pool is rolled and establishes the first difficulty threshold (per the usual of taking the two highest rolling results and adding them together). For each additional action, a die of an appropriate step is assigned; it’s result is added to the total from the initial roll, so three dice are totaled for the threshold of the second action, four are totaled for the third, etc.
For this to work, the opposition pool should stick to lower-stepped dice at each step: unless there’s significant justification for doing so, I’d stick mostly to d6s and the occasional d8. If this is feels too imprecise for you, add some techniques from Powered by the Apocalypse games: instead of modifying the difficulty itself to suit narrative positioning, scale the consequences to suit the difficulty (your GM “moves” as it were).
If you want to make things even more efficient, have all players roll against the same opposition pool. If their plans are more divergent, it may be more appropriate to use different opposition pools.
So, there you have it: a system (and variations on a theme) for condensed handling of conflicts in which violence is the focus and a system for conflicts in which violence is much more of a means to an end than an end in itself. You could, in theory, stop reading this series now and have two tools that could cover the vast majority of situations for your game (tweaked only slightly for genre and power level) without having to resort to man-to-man, turn-by-turn combat except where you want to.
But I hope you won’t stop here. In the next post, I’m going to provide some systems tailored to specific types of conflicts/combats, starting with a system for holding your ground against assault.
For the next post in the series, click here.