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Thread: Coda 3.0

  1. #1

    Coda 3.0

    I love the basic mechanics of the CODA system, but there are a few things that don't work for me. First of all the combat system isn't all that great. I also am tweaking the magic system, and working on a system for clerical magic.

    I am posting my combat system. I have done away with hit points and went with a wound system. In playtesting it made the game a little more bloody, and combat could be very frightening. Using your courage points could make a huge difference. One thing that I really liked was that combat between two people of roughly equal skills came down to a good roll or the use of Courage or special abilities.

    When fighting lower skilled foes, combat was easier, but a lucky roll from an opponent could still be quite dangerous.

    Also, because of the changes to combat, it changes a lot of other items, which I have been working on.
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  2. #2
    Join Date
    May 2003
    Location
    Charlottesville, Virginia
    Posts
    224

    Looke interesting

    Quote Originally Posted by Landorl View Post
    I love the basic mechanics of the CODA system, but there are a few things that don't work for me. First of all the combat system isn't all that great. I also am tweaking the magic system, and working on a system for clerical magic.

    I am posting my combat system. I have done away with hit points and went with a wound system. In playtesting it made the game a little more bloody, and combat could be very frightening. Using your courage points could make a huge difference. One thing that I really liked was that combat between two people of roughly equal skills came down to a good roll or the use of Courage or special abilities.

    When fighting lower skilled foes, combat was easier, but a lucky roll from an opponent could still be quite dangerous.

    Also, because of the changes to combat, it changes a lot of other items, which I have been working on.
    It could be an answer to what is gripped about the most other than the Decipher implode.
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  3. #3
    Join Date
    Dec 2008
    Location
    Michigan, USA
    Posts
    47
    Eh... I'm always leery of 'critical' systems and anything with a lot of tables. To me, the simplest way to make combat more dangerous to reduce the number of hit points and/or wound levels.

  4. #4
    A critical system generally does make a game more hazardous for characters, so not everyone will like that type of system.

    A simpler fix for the combat system that I used for the stock game was to half the Health in each injury level. We also used a rule for shock. If you loose more than 2 wound levels from a single blow, then you have to make a Stamina Test. The basic TN is 8 and is modified by the wound penalties. A failure means that you are stunned for the next round and can only defend yourself. A critical failure means that you pass out.

  5. #5
    Join Date
    Nov 2002
    Location
    Cedar Rapids, IA
    Posts
    541
    See the CODA BSR at my website for some examples of fixes to the combat system and extensions in the form of additional/alternate rules.
    Former Editor, The Hall of Fire, Beyond the Final Frontier
    http://www.geocities.com/gandalfofborg25/index.html

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