Blood, Sweat & Tears: A bid-based combat system
A rally of feints, blows, parries, drawn blood and bruised shins.
Who wins?
In D&D, once the strategy has run its course and steel meets steel, the fight is telescoped down into a series of attack rolls. In the long run, the ābetterā fighter will win out, in the short run randomness is king.
So Iāve been daydreaming of a combat system that follows from a principle - on a level playing field, the fight will go to the combatant who risks more and pushes harder.
And what of a non-level playing field? Iāve tried to draft a system that is responsive to the environment the combat takes place in and to the methods players use in the fight.
I have further goals beyond this starting point - ideally this system can be expanded to resolution of non-combat tasks. And ideally the system is vaguely compatible with OSR-style play.
Weāll see. There are a lot of open questions and Iāll address a few of them in a commentary below. For now it seems like a fun start.
Blood, Sweat & Tears
Ashcan
CHARACTER STATS
Players assign a base rating of 1, 2 & 3 among their Approaches:
- Power
- Technique
- Cunning
Additionally they have 10 points each in the 3 Humours:
- Blood
- Sweat
- Tears
Each Humour is complementary to an Approach.
- Power/Blood - accrue nicks, contusions, scrapes and bruises as you force your will on the world
- Technique/Sweat - push flesh, breath and bone to the limit as you weave your fate with skill
- Cunning/Tears - defy moral, sense and convention as you blindside opposition with unthinkable action
Humours spent in action may be recouped:
- Blood:
- +rating - a field bandage
- +max - fill your belly with good food and drink
- Sweat:
- +rating - fresh air and cold water
- +max - a comfortable bed. A warm bath. Rest your aching frame
- Tears:
- +rating - a grim joke at anotherās expense
- +max - experience levity, frivolity, joy. Remember what it is to be human.
At 0 in a Humour, there are Consequences:
- Blood: the cuts pile up. Take a Wound
- Sweat: breath falters. You may no longer win initiative
- Tears: people wince. Lose reputation with someone you love or respect
Wounds are bad, avoid them.
- 1 wound - will require care and time out, later. Now, you can keep fighting. -1 penalty to Power, -1 penalty to Technique, +2 to Tears
- 2 wounds - with attention and luck, you will get better eventually
- 3 wounds - even if you live, something will never be the same
INITIATIVE
A secret bid of Humours between a player and any opponent who wishes to buy in. Minimum buy-in of 3.
Highest bid takes a combat turn.
Any with a buy-in may set up in opposition to the bid winner.
COMBAT
Combat is decided in turns.
When you win initiative:
- State a goal that could feasibly be accomplished in the next minute or so. (NB: this could just be, āwound a characterā)
- If there is no opposition (or other impediment), the player succeeds in their goal. Otherwise:
- Opponents state their opposing goals.
- Choose an Approach in secret, and apply your base rating:
- Power
- Technique
- Cunning
- Bid Humours in secret. Bid:
- Blood (x2 value on Power approach)
- Sweat (x2 value on Technique approach)
- Tears (x2 value on Cunning approach)
- Reveal approaches & bids
- Apply Environmental modifiers
- Open environment (+rating on Power approach)
- Confined environment (+rating on Technique approach)
- Veiled environment (+rating on Cunning approach)
- Apply Supremacy modifiers according to your approach and your opponentās (scissors-paper-rock)
- Power > +rating vs Technique
- Technique > +rating vs Cunning
- Cunning > +rating vs Power
- Tally base ratings + bids + modifiers. The highest score accomplishes their goal, and pays the full cost of any Humours bid. Narrate the success and the costs.
- Lower score fails their goal. No cost (part from initial buy-in)
COMMENTARY
Just a grab bag of thoughts
- I like that action is zoomed out. Combat still takes place in rounds, but the rounds express as much time as they need to.
- At this point, the system avoids randomness. Iām not married to this as a goal, but it seems neat.
- I suspect it would be frustrating for players to choose a bidding strategy without some rough sense of their opponentās strengths/resources. The system will have to make allowances for the GM to telegraph this somehow.
- This is honestly a bit fiddly. Resolution might be slow. Though a focus on bidding to accomplish goals and a small number of Wounds hopefully avoids drawn out encounters.
- You could play on an abacus(!)
- Different environments or situations favour different strategies. This feels promising.
- Multiple encounters in a short time will necessitate different strategies, if you run out of one Humour you will need to use another.
- I wonder if more mechanical asymmetry between the stats would be more interesting. If Sweat replenishes much more easily than Blood, players might save Blood for desperate situations.
- Gear or talents seem like a natural way to build character diversity and favour different approaches (eg armour gives free blood at the cost of sweat. Rascals recoup tears more easily)
- I worry that thereās a ābest strategyā for bids. Requires play testing.
- Iāve given no thought yet to how this would play out with multiple player characters. Hopefully it can scale out gracefully somehow.