Combat appears to be an important facet of most RPG systems out there, including ones embedded into the games themselves. Seems fair to say that most RPGs have combat as a major, dedicated part of their gameplay: stats like weapon damage and armor resistance are tracked and augmented by enhancements and skills; there are special game states and (for videogame RPGs) controls that separate combat from non-combat; combat serves as one of the major sources of XP for character growth.
There's probably a good few examples out there of games that tried something different that I haven't even heard about. Disco Elysium does "combat" through skill checks in the few instances that it does tackle physical encounters. Griftlands uses card-based actions for both combat and social encounters, each having their own separate decks and "health" values.
What I've been looking for was the kind of a system that doesn't take combat for a special game state. A system where the simulation extends to assimilate combat as just... a thing that happens because you're in danger – or looking to be the danger.
To understand where I'm going with the next bit, you should know a couple of things about Frontiers.
Frontiers is an episodic story about a group of friends playing a homebrew from-first-principles tabletop RPG system. The system, so far titled Frontiers RPG 'cause I'm very original, deals away with or reimagines much of the classic RPG trope library.
One thing that differentiates Frontiers RPG is having 20-some traits for characters, where each trait is an abstracted statistic representative of a character's distinct natural-performance categories. For example:
- Instrumentation determines how well the character naturally operates simple and complex technology
- Visual Space determines one's eyesight and, consequently, the ability to model the geometry of an environment or an object in the head (because apparently these things are linked in the human brain)
- Biomechanics determines how well does one's muscles perform under stress
- Presence determines the strength of the vibe the character gives off naturally; the vibe itself could be intimidating, commanding, or inspiring, depending on said character
Traits are tracked on a low scale:
- −10 is the lowest possible for any living creature with any amount of agency.
- −5 is the lowest any human could possibly get without outside intervention, and means the person is unable to perform in this area completely.
- 0 is average human performance.
- +5 is the best a human being could naturally achieve at their peak.
- +10 is the epitome of human potential when amplified with hyperadvanced technology or supernatural effects.
This means that when someone with Presence +1 enters the room, people can't but notice, even if they don't concern themselves too much with the person. When it's someone with Presence +3, however, most will stop what they're doing for a few seconds and pay attention to what the person is doing. Presence +5? The party stops when the person enters the room: they inspire this much awe and respect (or fear, depending on the person). Characters with high Presence naturally make for excellent leaders, teachers, negotiators, and point-makers.
There are no dice rolls. Each challenge has a difficulty rating on the same scale as traits, which is how the outcomes get determined: either by checking the trait itself or the average of a set of traits (which are sometimes conceptualized into skills and sometimes only exist as checks). For example, if your character's Conditioning (representing physical endurance) is +1 and the challenge is a short jog (difficulty 1), they succeed without a problem.
What makes this system not entirely deterministic is stat depletion. Each trait value above 0 grants the character 1 point of the trait. These points may be used to assist oneself or another character in a challenge if the challenge is of higher difficulty than their trait would normally allow to automatically succeed in. Points are regained at rest, up to the maximum of trait value points: e.g. Instrumentation 2 grants you maximum of 2 points you can have on your character at any given time.
What I've been working with for a few months was HP-like stats derived from specific traits:
- wounds for physical damage, derived from Conditioning
- willpower for mental stress, derived from Volition
- stamina for physical performance, derived from Stress Response
(Having willpower as a stat works because for normal humans, D&D-like adventures would inevitably take their toll. Seeing people suffering may damage the will of a high-Empathy character, but then, everyone would suffer from seeing their loved ones in danger. Seeing a giant fucking monster would certainly make you consider your life choices. Persevering through emotional and mental challenges where your willpower is mechanically limited – a person can only take so much within a limit of time – is an underexplored, underdeveloped field of roleplay, and it fits into the story thematically.)
This naturally geared itself to combat-as-special-state. Abstracting "health points" only makes sense when the only thing that matters is whether you're able to fight further. To this end, I figured that at a certain level of wounds, all traits would take penalty (to simulate being beaten up and stressed from combat) until such a time when the character receive proper care and rest.
Lately, however, I came upon a way to streamline the system and make it "wider" (i.e. not just combat/non-combat simulation): use the trait points directly. This approach enables the player by allowing them to use their whole potential in all manners of situations, and have said potential used against them if they're facing a challenge their ability does not allow them to surpass.
- rather than exchange punches in a bar fight, you can use your Executive Function – your thinking-on-your-feet – to distract your opponent and sucker-punch them while they're looking away
- in a fistfight, character may use their Coordination to deflect a blow – or two points to direct it in a specific way: for example, to harm their proximous ally
- before approaching the bench in order to testify, characters may use their Empathy in order to read the room and understand what sort of an appeal would work best
- seeing an atrocity committed would take a point away from the character's Volition; if they have none left, they may faint, become disstressed (receiving a malus to all checks of a particular nature), or even become catatonic (unable to act coherently until snapped out of it or well-rested)
- being shot by a scared youth may take a point or two of the character's Conditioning, but because they're still standing, they could use Volition to "not fucking flinch", which gives them a temporary bonus to Presence that they can use to interrogate with greater success or otherwise use the youth's capacities
This works, at least on the surface, because it reflects the potential traits grant almost exactly. Someone with Conditioning 0 may be able to take a punch, but it would leave them seriously disoriented or may even inflict lasting damage (broken rib, dislocated jaw etc.); meanwhile, another character with Conditioning 4 may be able to get shot with a pistol and still function to a degree. Someone with Inner World +3 should find it little trouble to jot down a short story to tell their children before bed, while someone with Inner World 0 would find it impossible to come up with a logo for their new product even with intense consideration.
What I haven't yet figured out is:
- how to handle such "shooting above one's head" attempts for trait values lower than 0 (which is encouraged for challenge and roleplay reasons)
- how to handle situations where all points are depleted and the player still wants to try a difficult thing that's just above their character's level
- whether players should receive more than one point per level of trait, or even see points granted scale with value (Engineering 3 → 1 + 2 + 3 = 6 points total)
The system is not perfect, but it's hella interesting, and I'd like to pursue it. If it leads nowhere, at least I explored. What I'm looking for from this topic is review of the concept of stat depletion and its potential implications. Assume that the rest of the system is perfectly viable and feasible unless its parts directly contradict or hamper the system as a whole. What problems can you see with this section? What benefits can one derive from it?