In my previous post, I decided that I would go through all the different things that have influenced Goan over the past few years. For the life of me I couldn’t figure out how to organize those thoughts in one coherent post. Instead, I decided I would pick out various mechanics, or things that I find interesting, that I have been working on, and why I decided to do what I did.
First up, combat.
In most TTRPGs, like Dungeons and Dragons, combat is fairly straightforward. You roll a d20, add some modifiers, and compare that number to a target number called “Armor Class” or “AC”. This system has more or less stayed the same since the beginnings of the game decades ago. I would like to point out that I find nothing wrong with the idea of AC. It is simple and elegant. I enjoy playing both 5e and OSR games, such as Lamentations of the Flame Princess that use AC. However, due to some design changes… I needed to come up with something a little different.
In Goan, an attack roll is calculated in the same way as DnD. d20 + modifiers. However, there is no static AC. The attacker and the defender roll their dice at the same time, and the defender has one of three options:
- Block
- Dodge
- Parry
Blocking
Every weapon and shield in Goan has a block modifier. If you choose to block an attack. Simply roll a d20 and add your weapon’s block modifier. If the result is higher than the attack, you have successfully blocked it and suffer no damage.
Dodge
Dodging an attack is basically the same as a Dexterity save in DnD. You roll a d20, add your Dex modifier and compare it to the attack roll. You succeed if the result is higher than the attack roll. You also move 5 feet in a direction of your choice.
Parry
Much like blocking, every weapon and shield in Goan has a parry modifier. A parry plays out much the same way as a block, but with a few differences. First, you use a d12 instead of a d20. This is to simulate how a parry is more difficult that a normal block. If your parry roll is higher than the attack roll, not only do you not take damage, but you are also able to immediately perform a Riposte. This is an attack roll made normally, but your opponent has Disadvantage on their defensive roll.
I feel that this change in combat succeeds at doing a couple of things. First, players feel like every roll matters. Even if you roll a total of 8 on your attack roll, the goblin you are fighting might only roll a 5. Second, you are no longer sitting back passively as things try to smack you around. You actively have a choice on how you want to deal with an assailant. Do you want to hold fast? Block the attack. Are you more agile and have room to move around? Dodge it. Do you want to take the chance that the attack roll will be low, and try to get an extra attack in? Parry and Riposte.
This variant on the typical combat resolution mechanic came about after discovering the video game Dark Souls. Dark Souls is an action/adventure RPG where you are able to block attacks, dodge out of the way, and if you are lucky and time it just right, parry attacks for a massive damage boost. I feel like this type of mechanic can keep players engaged, and makes it feel like every attack/defense rolls matter. Of course, there is a lot more that goes into it beyond what I have typed here, but that is a different post entirely! Let me know what you think!