THE DICE POOL PODCAST - EPISODE 22 - Taking a Stance on Combat

By GM Hooly, in Genesys

EPISODE 22 - Taking a Stance on Combat

Combat is an integral part of the GeneSys RPG experience, no matter if you are fighting off dragons with your sword, going hand to hand in a martial arts showdown, or blasting away at a bunch of crazed robots with your automatic pulse rifle. This episode, GMs Hooly, Huzz, and Flano take a deep look at Combat giving tips and tricks, paying attention to both the mechanics of the game and the narrative excitement to make your game even more fun and enticing to your players. Additionally, we answer a few games related questions PLUS we introduce you to our home-brew movement system as we answer your games and rules questions on The Dice Pool Podcast.

Available on iTunes and your favourite Podcatcher.

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Feel free to leave us feedback on the episode here.

I am really confused on your tip about movement. Do you have visuals for us to show us what you mean by flow charts and hexes? Thanks!

We are in the process of writing this up. We will have it up on the site very soon.

Welp, guess I never saw that rule either about getting a boost die against a target in engaged range that just shot a ranged weapon. :P

Apropos of nothing other than a discussion of combat, I think if a target uses two maneuvers to move in their turn, ranged attacks against them will gain a setback die. Ditto if they move even a single band and are hasted in some way.

For those looking for the rules for Zones, I unfortunately have been waylaid as it’s now turned into a 3000 word essay.

it needs some work, and a few pretty pictures.

Any updates GM Hooly? I can't wait to see what you've got!

Well here's Part 1 - Zones

Is part 2 going to deal with zones for combat?

It sure is :)

@GM Hooly I find the range band explanation to be odd, maybe that's just me. I've always run it as this:

1. Determine distance between you and your target.

2. Count down from that distance when moving closer to the target.

3. Do the inverse when moving away from the target.

So an example would be you start at long range from the Orc, you spend turn 1 taking 2 maneuvers to travel from Long range to Medium range of the Orc. Turn 2, the Orc travels 1 maneuver from Medium to Short range of you and takes a Guarded Stance. Turn 3, you Engage the Orc and attack....

When explaining Stun Damage and the Stun Quality, the descriptions were reversed. Stun Damage replaces wound damage with strain damage and the Stun quality is the one you can activate to make the target suffer strain that cannot be soaked.

12 hours ago, GroggyGolem said:

So an example would be you start at long range from the Orc, you spend turn 1 taking 2 maneuvers to travel from Long range to Medium range of the Orc.

Turn 2, the Orc travels 1 maneuver from Medium to Short range of you and takes a Guarded Stance.

Turn 3, you Engage the Orc and attack....

This is where the system becomes a little wonky. You can certainly do that with one on one, but when you have different combatants, in different locations, it becomes skewed.

The part that skews it is when determining where in that Long range band you are, or where in that Medium range band you are.

Take a look at our Zones rules for a better explanation:

Part 1

Part 2

Part 3

11 hours ago, GroggyGolem said:

When explaining Stun Damage and the Stun Quality, the descriptions were reversed. Stun Damage replaces wound damage with strain damage and the Stun quality is the one you can activate to make the target suffer strain that cannot be soaked.

Yes we may have messed that up.