A New Generation in Combat Systems (Series on Crunch – Part IV)

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The heart of combat

As we have introduced in our last blogpost, the close combat system of Knights of the Black Lily works differently from nearly all other existing close combat systems in that attacks do not alternate, This is done to faithfully emulate the dynamics of cinematic combat with its sequenced attacks – this time around, we’ll have a closer look at how it works. At the center of the combat system is the Melee Attack Resolution Table, which not only gets referenced constantly in actual play but is also short, intuitive and very easy to memorize – it’s in fact so simple that you and your players will naturally know it effortlessly from the top of your heads after the first one or two sessions of play. Following the general philosophy of Knights of the Black Lily by adding mild complexity in order to greatly adhere more to genre standards, this table is what makes all the various parts of the combat system come together… Read More

First glimpse of Combat (Series on Crunch – Part III)

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A Responsive Action Economy
The stated goal of the Knights of the Black Lily ruleset is to emulate the fantasy genre more faithfully than any other game before it and to challenge its players within these confines. One of the shortfalls of traditional fantasy RPGs in doing so lies in their lack of proper interruptability and reactivity:

  • Interruptability: An enemy who has a readied arrow aimed at you is often not necessarily faster than your PC who has only a sword (or worse: a still sheathed sword) to swing at him, depending on who rolls higher Initiative scores.
  • Reactivity: An enemy that takes a longer action (running up 20 meters, casting a spell that takes the entire round to complete, unlocking a door, etc.) should give you the opportunity to realize what is about to happen this round and to act accordingly.

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The Adventure is in the Odds (Series on Crunch – Part I)

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The main staple of fantasy role-playing ever since its inception has been, of course, Dungeons & Dragons (and its direct derivatives). In fact, its success has been so comprehensive that it has spawned an entire class of (failed) imitative role-playing games dubbed fantasy heartbreakers. From a rule design perspective, the D&D family of games have always been prioritizing rules that cater to players who enjoy the ‘Game’ aspect in RPGs the most. In recent years, however, narrative games have become more widespread… Read More