Combat by Hand

Combat by Hand
Ave, Frits. Combat diary time. Rome was violent. And you will experience that. Even as a shepherd, violence is around the corner. Initially, every fight was rolling a die, and damage was dealt based on the outcome. It was functional. It worked. But it could be better. The whole point of Legio Aeterna was to elevate simple text-based mechanics into something more. And combat plays a big part in that. I knew I wanted to keep the tabletop DNA and the twenty-sided die. What already worked were the stat modifiers and the narrative-based outcomes. Super proud of that, btw. So I built on it. From a dice throw to three different combat mechanics. It's not Clair Obscur, and it's not South Park: The Fractured but Whole, but it holds its own. For melee, a blade sweeps across a bar and you tap when it hits the sweet spot. The closer you land, the better the hit, and a higher Virtus widens that sweet spot, so the strong have it easier. Ranged is a different beast: a target sways while your crosshair wobbles, steadier the higher your Celeritas, and you throw when it lines up. The cherry on top is the reckless option: two six-sided dice for the attack value, and an eight-sided fate die that adds something unpredictable. Besides making combat more interesting, it needs to be triggered at the right time. Simply punching someone should not trigger combat. Not everyone in Ancient Rome is jumping to go at your throat. You might notice there's a difference between pinching the local shopkeeper and a Praetorian guard. For me, it's those little details that make the whole thing that much more alive. Recognizing the situation and making sure the game master initiates the appropriate action. It's a blend of an entertaining battle system and not turning every tense situation into combat. And every battle must come with rewards, and they do. For each defeated opponent you will receive experience, gloria, and occasionally an item. Of course, once you defeat them, you can search them in case there are any other items up for grabs. Just be cautious; not every fight results in death. Based on the circumstances, you might merely knock out your opponent. This is deliberate. Originally, every fight led to death, which was a bit awkward. While playtesting as a legionary, my commander ordered a sparring exercise. The game master initiated combat, and before I knew it I'd killed my fellow brother in arms. Oops. The game master is now much more capable of weighing each violent interaction and making a realistic assumption about what the final result would be. Of course, if you disagree, you can always just stab the poor sod you just knocked out. And finally, should the fates turn against you and you see the sun setting for the last time, fret not. You should have a Fortuna coin on you. These can not only be used to undo the last turn but also revive you to a state before your ultimate demise. Combat is still being developed further. I am aiming to push the game to the limit of what is feasible in combat. Loads of ideas, and in the future we might even overhaul it to create a different type of experience. Any ideas, please do share them. Next diary: memory, and why making the game remember you is the easy part.