I’m working on a Heartbreaker (who isn’t?). A lot of the mechanics flow into each other and are shaping up to an elegant whole, but one area I’m not happy with is the rules for combat.
The basics - Players make all the rolls (roll to beat modified target number). Failure doesn’t mean “you miss” it means the opponent does something. “You go to line up a shot but they see you draw your bow and charge before you can loose.” That sort of thing.
No initiative - Play proceeds clockwise around the table until everyone has gone (1 round). First Player status moves 1 place counterclockwise around the table. If you acted last one round, you’ll be first the next round. This means the turn order is functionally dynamic and prevents the players at the head of the table from always acting first. Enemies act on failed rolls, and also on the GM’s turn (which happens whenever the round reaches the GM).
Combat track - At the start of the fight the GM sets a track at 4x to 6x the number of PCs in the fight. So, for example, a Party of 4 would have a combat track of 16 to 24. The PCs start at one end, their opponents start at the other end.
Successes on the part of the PCs fill in their end of the track. Failures fill in the enemy. If either side has more than half the track at the end of the round, then they’ve “won” the combat. That can mean a ton of things narratively. Routing the opponents, killing everyone, surrender, etc.
No hit points - The best you can expect is a Success. This meters the combat. It’s going to last at least 2 whole rounds (assuming players roll extremely well) and will probably last longer. Since failures count as progress for the enemy, stalemate is impossible. One side or the other is getting over the halfway mark.
I’ve playtested this part and it works quite well. The combats feel fast and dynamic. Players are often trying creative things because there’s no one-best-way for them to make progress, and without dumping the entire ruleset here, they’re accruing attrition from fights at a decent rate.
So what’s the problem? Enemy health.
Right now, I’ve no useful system for tracking the survival or death of opponents. I’ve just been improvising. If someone lands a particularly clever or effective attack, I up the body count. It’s all way too loosy-goosy for me. Either opponents are dying too easily, or they become success sponges that advance the track but stay alive well past when they should.
So I’m looking for suggestions/ideas of how to moderate or mitigate that. Some method of deciding how many hits a given opponent will take before they go down without going full on hit-points on the problem.
Thoughts?