Monday, 8 December 2025

Heroic Combat: Iteration 1 Test Group Battle

Heroic Combat: Iteration 1 Test Group Battle

Let's continue testing the abstract combat system. This time, we will have a group-vs-group fight.

Sunday, 7 December 2025

Heroic Combat: Iteration 1 Test Duel

Heroic Combat: Iteration 1 Test Duel

Let's give abstract combat a test drive. I'll try to play out battles of different scales to see how the system works (if it even works at all), but tonight we're having a duel.

Saturday, 6 December 2025

AD&D Roots of Might and Magic

AD&D Roots of Might and Magic

Let's have a short post before I delve into testing my abstract combat system. Might and Magic is one of my favorite video game series that affected my view of fantasy settings and roleplaying games in my childhood, and I'm feeling these effects to this day. For the most part, I'm talking about Might and Magic VI-VIII, although I am familiar with the earlier (and latter, unfortunately) installments of the series, but to a lesser degree. The games do certain things differently when compared to other CRPGs. And as someone who has read the AD&D rulebooks only relatively recently, now I look at these games and think "Oh... now I understand where it came from." In some other posts, I already mentioned this partially, but I'd like to reiterate and expand it here.

Wednesday, 3 December 2025

Heroic Combat: Iteration 1

Heroic Combat: Iteration 1

All right, real life got relatively less busy, and now I can devote some time to Heroic Combat. I mulled this over, and I think that it would be best to use an iterative approach (something akin to what Mailanka did with his Psi-Wars). In the first iteration, I will write up the very basic framework - movement, attacking, defending, casualties, engagement, etc. without complicating things with status effects, magic, and other things. Once this base framework is functional, I'll add other things.
 
The intent of the Heroic Combat is to have a way to resolve a combat quickly between large numbers of combatants with or without a map, preferably with few rolls, but to retain some tactical depth. This may be a complete mess, but I need to get something out the door, playtest it, and then change/expand the ruleset.