I just finished reading the CODA combat rules and I must say I think these are the worst combat rules i have ever seen and I have seen many.
They are not thematic nor realistic, they are just plain silly. It stands to reason that we fans will have to make alternative combat rules for ourselves.
I'll have a go from the beginning up:
Initiative/actions
There must only be one roll for initiative, never two. Tiebreak with a stat, not another test. Some kind of bunus for "combat experience"
Delayed actions are bad. Better to do it the WW way- have people declare in reverse initiative order but execute in initiative order. Anyone may elect to dodge instead when fired upon.
Actions need to be executed one at a time, not all at the same time. If someone has twice the actions of another, he can take two per action of the other fellow. Sounds complicated, but I'll make an example:
A (2 actions) fights B (3 actions)
, B has initiative. They'll go BABAB.
A (2 actions) fights B (4 actions), B has initiative. They'll go BBABBA
Additional actions must impact upon the TN of all actions in a turn, otherwise it makes no sense not to try for additional actions.
The attack tests I'll leave alone for now.
Stun, Kill, Disintegrate
Have we ever seen any normal being in ST take one of these and not go down? No save, however, make vitality impact how long you're out after a stun. either by tests to recover or "X minus vitality minutes."
Damage
Perhaps the most silly part of all. It takes five to six hacks with a sword to down someone. No chance to know people out without killing.
There needs to be both stun and kill damage, and tests to stay on your feet.
Wound points feels too AD&D for my taste. Perhaps only wound levels, a la Paranoia/WW.
This is far from exhaustive, but it's a start. It's messy but necessary work. I could do with a little help...
//KJB