We wanted to give a brief demonstration of combat mechanics, as this is a unique system to the CRPG world. We've had some questions on the basics, and while we'll continue to go over specific elements throughout the campaign this should act as a good starter to give you an idea of where we're headed with it. The premise is utilizing turn-based combat with simulated, timed actions. These actions can happen simultaneously, and create a more dynamic battlefield.
Below is a walkthrough of an encounter with a patrol guard:
[All animations and art are very much still a work in progress]
The Combat Bar
The core of the combat system is the combat bar, as pictured below. The combat bar shows you the players in combat and their place on the timeline.
Upon joining combat, everyone rolls initiative to see where they are placed on the timeline, and then progress downward. The timeline is moving until one of your characters hits the Turn Bar. The actions of enemies are instantaneously chosen and the timeline continues without a break.
When one of your characters land on the Turn Bar, the timeline stops and they can choose an action. Once selected, that action plays out and the combat bar timeline continues.
During the execution wait time, the length of which is dependent on your action, your character is prepping their action: aiming, re-balancing for a swing, or preparing to use an item. At the Execute Bar they fire off the action, and return to the top of the timeline and resume traveling down again. If more than one action is required (like multi-shot or suppressing fire), the character is held at the action bar until complete.
Option to pause at the Execute Bar to see your hit chance and damage rolls
Any character on the timeline can be interrupted or stalled by suppressing fire, being hit, or even by getting bio-hacked. With simultaneous actions, there can be weapon draws to see who can get their shot off first, determined by speed and a weapon's action time.
When NPCs die, their bodies can raise suspicion. It's recommended you pick up the body and throw it somewhere out of sight. A body can also be used as a good decoy, or a perfectly acceptable d8 blunt damage roll by heaving it into enemies.
Gravity
Throwing an item instantiates its own icon in the combat bar, and the time it travels is pre-determined by the trajectory of the throw distance. Thrown items use physics, and with a good bounced throw you can get items around corners or onto rooftops.
Aiming a throw is a roll. You select a trajectory point, and how close you get to that point is determined by rolling for accuracy. You'll rarely get right on target, but instead a random point if you miss. Higher the roll, the more close to the target. This means trying to lob a grenade through a small window or crevice is more risky than over a fence, and a bad roll might result in your grenade bouncing and landing at your feet instead.
You can optionally stop the timeline again as you are performing an action to see the rolls at play. This allows you to get the exact look at what's being determined behind the scenes, and what would normally be too much information to place in the timeline.
We'll be having an in-depth interview about the merits of this combat system in the near future that we'll be posting as an update, so if you'd like to hear more about that stay tuned!
Simulationist Dice Rolling
Copper Dreams and The Burning Candle is a more simulationist ruleset — it's about exploration and exploring these mechanics in systems in ways that are supposed to fundamentally make sense. Unloading a full mag into someone at point blank or dropping a missile on them should be an instant kill save a bad hit roll. The dice are meant to emulate the randomness of human action, and your character's skill is simply trying to overcome that.
Weapons themselves have a wide variety of factors that determine their uses, some of these exaggerated to make a more compelling array of choices. A shotgun for instance has very poor accuracy for more than 4 tiles away, as it only gives you a d8 to roll to hit, but works marvelously as a use for suppressing fire. Suppressing fire targets a cone, and anyone in that cone rolls Mental Stability or gets delayed on the combat bar. A weapon has a suppressing fire number that not only determines the roll, but also the length they are delayed. A powerful shotgun blast can keep even hardened militants at bay, giving time to flank or other party members time to prepare.
There are lots of item stats that determine functionality — multi-shot actions are affected by a weapon's recoil, which degrades the to-hit roll after the first shot. The list goes on.
Suppressing fire cone
Challenge Roll
The ways you are rolling to hit are determined by a largely static Challenge Roll (CR) number to get over that is comprised of environmental and opponent's skill factors.
Each of these have a small, usually single digit value that added together make up a Challenge Roll to beat. Distance is the predominant one for firearms of course, while melee is going to be more concerned with block or dodge.
Rolls toward a Challenge Roll
There are two ways characters can dynamically roll against an attack to be added to the CR, and that's for melee combatants using block and dodge (extensive XP training and stat numbers would be needed for dodging projectiles). Unless trained otherwise, a character can only block one incoming attack at a time, so these would be negated by any further attacks if they are happening simultaneously.
Dodge is stat and skill related, and very useful against slower melee attacks.
Blocking is determined by a defending character's weapon block number (a pool of d4) and a blocking skill which can be trained. A character who doesn't have a melee weapon equipped cannot block, so if you're in range of someone with a firearm equipped that's easy prey.
The culmination of all this should be that success is determined by a player using logical tactics that are appropriate for a situation, not gauging enemy stats or levels. With this system, a lowly ruffian with a grenade is as threatening as a Copper Face with a grenade.
How we make enemies more lethal, and how we scale your lethality, is in broadening your skills and item uses with training, as well as giving enemies more sneaky and predatory AI, making them work together, and giving them abilities that take more than lead to put down. But that's for another update!