Thursday, 12 July 2018

Renegade SCout updates

Work is proceeding furiously on Renegade Scout, so I thought I share a few glimpses of what is happening on the way to Stage 2.

One of the big realizations after talking to people is that "compatible" for a lot of people seems to be less about an exact clone and more about a game that has many of the same beats and lets you use the same figures.

In other words, we can be a bit more daring with the rules design, as long as the overall feel remains the same.
This is important, because it also lets us simplify a few things that are too clunky currently.

As such, let me present what close combat currently looks like (on my notepad, I mean).
The example below will use the legacy names for ability scores, so it's easier to follow along. More on that later.


Figures still line up man to man, similar to the Stage 1 system.
Since close combats don't happen that often, I think this is an acceptable approach (versus having unit vs unit combats).

Each player rolls their number of attack dice and picks the highest.

Compare the highest die to each other. Higher score wins and inflicts 1 hit per attack (you will recognize this is pretty similar to how the LOTR mini's game does things).

On a draw, Strength will act as a tie-breaker (NOT initiative).
This offers two things:

*First, most melee weapons in RT had their own strength value, meaning the figures strength is almost never used.

*Second, it means that high strength, low weapon skill figures (many RT monsters, 2nd edition Demons etc.) go from being walk-overs in combat to being quite dangerous.

But what about Weapon Skill? What does that do now?

Easy: It offers re-rolls.
After rolling your dice, you can re-roll any dice that add up to your WS or less.

So I have WS 4 and roll a 2 and a 5. I could re-roll the 2.
If i rolled a 1 and a 3 I could re-roll both of the dice.

Multiple 6's will add +1 to the score as well, allowing a lucky roll to exceed a 6.


From testing so far, this system speeds up combat a good deal, creates a pretty fun "dueling" mechanic and makes big monsters feel quite scary.
A Bloodthirster (using 2nd ed stats) will be nearly unstoppable in hand to hand, as it should be, while fights between figures at comparable level of skill will be pretty swingy (which is also as it should be).

Let me know what you think.