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The Sparring Match - Solitaire Gaming

Spinward Scout

SOC-14 5K
Baron
I've had quite a bit of down time recently and was isolated from most distractions. And I wanted to game. So I made some rules. It's set up a little like a boxing match. But you can write out a whole encounter if you want to.

I used the d20 Star Wars Revised system to create it, so make sure you adjust to your own system.

Please try it out. Let me know if something needs to be added to it.

The Sparring Match - Solitaire Gaming
The Holo-Arena, The Boxing Fight, The Training Room, ThunderDome, Cage Match, The Grand Contest, Fight Club, Mano-a-Mano, Robot Wars
A thousand names across a thousand worlds.


WHAT YOU NEED:

You must have The Rules for each Opponent
- basic Combat system
- rules for each character's abilities and equipment

Character Sheet (or write-up) for each Opponent

A blank Sparring Sheet (or maybe more)
- To write the Fight (and everything else) down on

Grid Paper - 4 x 4 squares
- The Sparring Ring (like a boxing ring)
- To help visualize the combat
- not necessary, but helpful


WHAT YOU DO:

Write out the Opponents Names at the top of the page (i.e. Joe vs. Dude)
- With today's date
- How many times they have fought each other
- The rules system used
- any other tracking info

Below that, draw a line down the middle
- write each Opponent's name at the top of one side or the other

Write out descriptions of each Opponent's:
- Starting Point or Stance
- Initiative rolls
- Actions, Movements, and Reactions
- Thoughts and Dialogue
- Dice Rolls, and Combat Information
- Hits delivered and taken
- Specific Rules used and Calculations


WINNING AND LOSING:

The goal for each character is to Hit their Opponent and not get Hit in return
- basically playing 2 characters against each other

No Holds Barred
- Any Method of Attack

Must play each Opponent to the best of your ability
- No holding back
- No pulling punches
- No cheating

12 Rounds maximum
- known as 'going the distance'

No Surprise Round
- there's no need for it

Stand Off
- When neither Opponent is Hitting the other or not causing any Damage for 3 consecutive Rounds, it's a Stand Off. A Stand Off is a Tie.

Repeat Combat until one Opponent is Stunned, Knocked Out, or Dead:

If an Opponent is stunned or knocked out for more than one round, the character Loses
- 2 rounds is 12 seconds, 2 more than the '10 count' in boxing

If an Opponents Hit Points/Wound Points drop to zero, the character Loses
- there's no medic or healer

The last Opponent standing...

W I N S !


ADVANCED:

Sparring Ring could be bigger
- could even be different locales

Could have more than 2 Opponents fighting
- simulating Combat Encounters in a game

Miniatures?

__________

Good Luck!


Aaaand...

F I G H T ! !
 
Ok, I'm gonna roll up a couple of brawlers this evening and let them have at it. I'll let you know how it goes.
 
Hi,

Coincidentally I was in a similar position, and I did a similar thing. I had a similar approach to you, but I went a bit further with the 'grid paper' and added some complication to simulate availability of cover and moving through it. I used Cepheus rules, and was inspired by the Two Hour Wargames approach, and Classic Traveller range bands. I called it a 'Battleboard' (after the Two Hour Wargames approach). You can call it what you like :)

The essence is that a 'get into cover' difficulty is applied to each range band, so characters can jump into and out of cover and attempt to move forward. As there's a difficulty to getting into cover characters can find themselves trying to move forward and running out of cover. You could do the same with each square on your grid.

Cover availability is dictated by the environment (so on a grassy plain cover might be 'Difficult' to get into, in the middle of a city it might be 'Easy').

I've had a bit of fun with it, so I thought I'd offer it up in case anyone else finds it useful. The details are shown in the 'html' block below (seemed the easiest way to get plain text into the post).

Feel free to modify, ignore, improve as you feel like.

Cheers,
Hambut

P.S. This is a first post by me, so please be generous if I've inadvertently broken any Forum rules/ norms.


HTML:
A CEPHEUS BATTLEBOARD
=====================

Context
-------
The following assumes use of Cepheus Engine combat rules, particularly
the use of minor actions to manage some of the task timings.

Note that in the following tasks:
* The minor action times listed are constant.
* The tasks are unskilled, so don't attract a penalty if the character doesn't have the required skill.


Creating a battleboard
----------------------

* Take a lined sheet of paper.  Each line represents a range band.

* Draw 3 vertical lines down the paper so that each horizontal line is
  split into three.

* Label the leftmost one '3/4 Cover', the middle one '1/2 Cover' and
  the rightmost one 'No Cover'.  These are called 'Cover Columns' below.

  There's no reason you couldn't have a column for full cover, but the
  width of the page starts to become an issue.

* In the 3/4 cover and 1/2 cover columns note a difficulty (either
  number or task difficulty).  This is the difficulty of finding
  cover.

   For example:
   * On a flat grassy plain you might decide that 1/2 cover
     is 'Difficult' to find and 3/4 cover 'Impossible' to find.

   * In the middle of a city 1/2 cover might be 'Easy’ to find and 3/4
     cover 'Routine'.

The range between 2 characters is worked out using the following table
(adapted from Classic Traveller to (sort of) match the ranges defined
in Cepheus engine)

                      |-------------+----------|
                      | Range Bands | Range    |
                      |-------------+----------|
                      |    Touching | Personal |
                      |           0 | Close    |
                      |           1 | Short    |
                      |         2-3 | Medium   |
                      |        4-11 | Long     |
                      |       12-21 | V Long   |
                      |-------------+----------|


Complication (1):
* Split each 'Cover Column' into three columns, label the three new
   columns in each cover column 'Prone', 'Crouching', and 'Standing'.
   These are called 'Stance Columns'

Setting Up The Battleboard
--------------------------
* Take a miniature, token, ripped piece of paper with a name on, dice
  or whatever you want to represent a character and put in on a range
  band in the 'No Cover' column.

* As characters move into and out of cover move them into the cover
  column representing the cover they are in.

* If using complication (1) place it in the 'Standing' column.  When
  the characters stance changes then move the counter representing
  the character into the appropriate stance column.

* Two characters in the same range band are at 'Close' range.  If one
  moves to 'Personal' range then move the counters representing the
  characters so they are touching.

* You can use the starting encounter range table in Classic Traveller
  for a random start range.


Moving On The Battleboard
-------------------------
*  Each combat turn a character can:
   1) Move one range band in no cover (1 minor action - no roll required)
   2) Move one range band from cover into no cover (1 minor action - no roll required)
   3) Seek cover (1 minor action - requires task roll - See below) 
   4) Move without breaking cover (2 minor actions - requires task roll - See below)
   5) Carry out any other task defined by the Cepheus rules (for
      example changing stance, aiming, reacting etc).

Seeking Cover
-------------

A character in 'no cover' can attempt to find '1/2 cover'.  A
character in '1/2 cover' can attempt to find '3/4 cover'.  In task form:

  TO SEEK COVER: Recon, Dex, 1 Minor action, Difficulty defined by the cover column

If the task is successful then move the counter representing the
character to the appropriate cover column.

Complication (2):
* Exceptional successes on the find cover task results in a jump up a
  cover level (e.g. A character seeking 1/2 cover gets an exceptional
  success, so find themselves in '3/4' cover)
* Exceptional failures on the find cover task results in a loss of a
  level of cover.

Moving Without Breaking Cover
-----------------------------

Success at this task allows a character to move one range band in the
same level of cover. Failure results in loss of cover, but the
character still moves one range band.

  TO MOVE UNDER COVER: Recon, Dex, 2 Minor Actions, One level of
       difficulty more than that defined by the cover column

If the task is successful then move the character counter to the
appropriate range band and cover column.  If unsuccessful move the
character counter to the approprate range band and the 'no cover'
column.

Complication (3):
* Failure to move without breaking cover results in loss of one level
  of cover.  Exceptional failure results in loss of all cover.

Complicaton (4):
* If using complication (1) here's an attempt to simulate crawling
  through cover.  The difficulty of moving under cover and the number
  of minor actions required are modified depending on stance.
* If using complication (1) then the 'TO MOVE UNDER COVER TASK' is
  modified for each stance:

  TO MOVE UNDER COVER WHEN STANDING: Recon, Dex, 2 Minor Actions, Two level of
       difficulty more than that defined by the cover column

  TO MOVE UNDER COVER WHEN CROUCHING: Recon, Dex, 3 Minor Actions, One level of
       difficulty more than that defined by the cover column

  TO MOVE UNDER COVER WHEN PRONE: Recon, Dex, 6 Minor Actions, Difficulty defined
       by the cover column


Possible Future Complications
-----------------------------
* Specify limits on the range bands for the area fought in (i.e. only
  4 range bands in an indoor stadium?)
* Specify 'break combat' tasks for a character to escape (A task roll
  to reflect difficulty of getting out of a building for example)

--
H Frumblefoot 2020
 
Last edited:
Wow! That is detailed! Great job!

Thanks - like I said I had some time on my hands, and have probably made something simple seem complicated:).

I was aiming at something abstract enough to be played within half an hour, but that still has some idea of cover to make firefights more believable. Not sure it’s quite there yet. My ideal is something with the low set up time of that in Chain Reaction 2018, but uses Traveller characters.

If you couldn’t be bothered to read through all the battle board description (and I could understand it if you didn’t) it boils down to assigning a task difficulty for finding cover in each of your grid squares.

When I ran little encounters with the battleboard I found I ran it really very closely to your write up above, so good job right back at you :)

Cheers
Hambut

p.s. In a fit of over-enthusiasm I've created an ascii battleboard (sized to print out on A4) with 10 range bands below (it looks like it'll work well for 15mm figures). Mainly for myself, but just in case it's of interest..... (I really do need to get out more)

To use, print out and fill out the following:

  • Location - The location where the action is taking place. Can also note any special features in here (i.e. range at which contact is llost etc).
  • Cover Columns - Note the difficulty of finding cover at this location.

HTML:
LOCATION: _________________________________________________________________
+------------------------+------------------------+------------------------+
|3/4 Cover (___________) |1/2 Cover (___________) |No Cover                |
| Prone : Crouch : Stand | Prone : Crouch : Stand | Prone : Crouch : Stand |
|       :        :       |       :        :       |       :        :       |
|       :        :       |       :        :       |       :        :       |
|       :        :       |       :        :       |       :        :       |
|_______:________:_______|_______:________:_______|_______:________:_______|
|       :        :       |       :        :       |       :        :       |
|       :        :       |       :        :       |       :        :       |
|       :        :       |       :        :       |       :        :       |
|       :        :       |       :        :       |       :        :       |
|       :        :       |       :        :       |       :        :       |
|_______:________:_______|_______:________:_______|_______:________:_______|
|       :        :       |       :        :       |       :        :       |
|       :        :       |       :        :       |       :        :       |
|       :        :       |       :        :       |       :        :       |
|       :        :       |       :        :       |       :        :       |
|       :        :       |       :        :       |       :        :       |
|_______:________:_______|_______:________:_______|_______:________:_______|
|       :        :       |       :        :       |       :        :       |
|       :        :       |       :        :       |       :        :       |
|       :        :       |       :        :       |       :        :       |
|       :        :       |       :        :       |       :        :       |
|       :        :       |       :        :       |       :        :       |
|_______:________:_______|_______:________:_______|_______:________:_______|
|       :        :       |       :        :       |       :        :       |
|       :        :       |       :        :       |       :        :       |
|       :        :       |       :        :       |       :        :       |
|       :        :       |       :        :       |       :        :       |
|       :        :       |       :        :       |       :        :       |
|_______:________:_______|_______:________:_______|_______:________:_______|
|       :        :       |       :        :       |       :        :       |
|       :        :       |       :        :       |       :        :       |
|       :        :       |       :        :       |       :        :       |
|       :        :       |       :        :       |       :        :       |
|       :        :       |       :        :       |       :        :       |
|_______:________:_______|_______:________:_______|_______:________:_______|
|       :        :       |       :        :       |       :        :       |
|       :        :       |       :        :       |       :        :       |
|       :        :       |       :        :       |       :        :       |
|       :        :       |       :        :       |       :        :       |
|       :        :       |       :        :       |       :        :       |
|_______:________:_______|_______:________:_______|_______:________:_______|
|       :        :       |       :        :       |       :        :       |
|       :        :       |       :        :       |       :        :       |
|       :        :       |       :        :       |       :        :       |
|       :        :       |       :        :       |       :        :       |
|       :        :       |       :        :       |       :        :       |
|_______:________:_______|_______:________:_______|_______:________:_______|
|       :        :       |       :        :       |       :        :       |
|       :        :       |       :        :       |       :        :       |
|       :        :       |       :        :       |       :        :       |
|       :        :       |       :        :       |       :        :       |
|       :        :       |       :        :       |       :        :       |
|_______:________:_______|_______:________:_______|_______:________:_______|
|       :        :       |       :        :       |       :        :       |
|       :        :       |       :        :       |       :        :       |
|       :        :       |       :        :       |       :        :       |
|       :        :       |       :        :       |       :        :       |
|       :        :       |       :        :       |       :        :       |
|_______:________:_______|_______:________:_______|_______:________:_______|
|       :        :       |       :        :       |       :        :       |
|       :        :       |       :        :       |       :        :       |
|       :        :       |       :        :       |       :        :       |
+------------------------+------------------------+------------------------+
--
H Frumblefoot 2020
 
Last edited:
Ok - at the risk of exposing just how much time I have to waste, here's a quick set of forms for running an encounter. They're focussed on Cepheus Engine combat rules, but I guess can be used for other variants of Traveller. I've been meaning to do this for a while to replace my scribbled stuff, and make it easier to remember the different DMs that feed into a 'to hit' roll.

It's useful for me, might be useful for someone out there, so feel free to use/ ignore/ whatever.

If anyone improves on it then I'd love to see the improvements (same goes for the rest of the stuff I've posted recently).

Cheers
Hambut

Notes:

Columns in the 'PARTICIPANTS' form:
  • Init - Rolled initiative + any modifiers for Dx, tactics, leadership etc.
  • Who - Who is this?
  • Stats - Character stats in UPP form.
  • Skills - The skills applicable to this combat (so not the whole character sheet).
  • Weapon - What is the character packing?
  • Armour - What armour is the character wearing.
  • Notes - whatever you fancy. Possibly note conditions for fleeing etc.

Columns in the 'Round' form are as follows
  • Init - Current initiative of character.
  • Who - Name of character
  • MA1, MA2, MA3 - Minor actions 1 - 3 Note the action and the effect of any rolls.
  • Target - Target of any attack
  • Rng - DM due to range of target
  • Skl - DM due to skill of attacker
  • Dx - DM due to DX of attacker
  • Brst - DM due to burst fire
  • Cvr - DM due to cover of the target.
  • Evd - DM if the target is evading
  • Effct - Effect of the 'to hit roll' (-ve misses)
  • Dmg - Damage of hit.
  • Commentary - What happened, who said what etc.


HTML:
PARICIPANTS
-----------
|Init| Who |Stats |Skills              |Weapon         |Armour           |Notes                               |
|____|_____|______|____________________|_______________|_________________|____________________________________|
|____|_____|______|____________________|_______________|_________________|____________________________________|
|____|_____|______|____________________|_______________|_________________|____________________________________|
|____|_____|______|____________________|_______________|_________________|____________________________________|
|____|_____|______|____________________|_______________|_________________|____________________________________|
|____|_____|______|____________________|_______________|_________________|____________________________________|

Round __
|Init| Who | MA1 | MA2 | MA3 | Target |Rng|Skl|Dx|Brst|Cvr|Evd|Effct|Dmg|Commentary                           |
|____|_____|_____|_____|_____|________|___|___|__|____|___|___|_____|___|_____________________________________|
|____|_____|_____|_____|_____|________|___|___|__|____|___|___|_____|___|_____________________________________|
|____|_____|_____|_____|_____|________|___|___|__|____|___|___|_____|___|_____________________________________|
|____|_____|_____|_____|_____|________|___|___|__|____|___|___|_____|___|_____________________________________|
|____|_____|_____|_____|_____|________|___|___|__|____|___|___|_____|___|_____________________________________|
|____|_____|_____|_____|_____|________|___|___|__|____|___|___|_____|___|_____________________________________|

Round __
|Init| Who | MA1 | MA2 | MA3 | Target |Rng|Skl|Dx|Brst|Cvr|Evd|Effct|Dmg|Commentary                           |
|____|_____|_____|_____|_____|________|___|___|__|____|___|___|_____|___|_____________________________________|
|____|_____|_____|_____|_____|________|___|___|__|____|___|___|_____|___|_____________________________________|
|____|_____|_____|_____|_____|________|___|___|__|____|___|___|_____|___|_____________________________________|
|____|_____|_____|_____|_____|________|___|___|__|____|___|___|_____|___|_____________________________________|
|____|_____|_____|_____|_____|________|___|___|__|____|___|___|_____|___|_____________________________________|
|____|_____|_____|_____|_____|________|___|___|__|____|___|___|_____|___|_____________________________________|

Round __
|Init| Who | MA1 | MA2 | MA3 | Target |Rng|Skl|Dx|Brst|Cvr|Evd|Effct|Dmg|Commentary                           |
|____|_____|_____|_____|_____|________|___|___|__|____|___|___|_____|___|_____________________________________|
|____|_____|_____|_____|_____|________|___|___|__|____|___|___|_____|___|_____________________________________|
|____|_____|_____|_____|_____|________|___|___|__|____|___|___|_____|___|_____________________________________|
|____|_____|_____|_____|_____|________|___|___|__|____|___|___|_____|___|_____________________________________|
|____|_____|_____|_____|_____|________|___|___|__|____|___|___|_____|___|_____________________________________|
|____|_____|_____|_____|_____|________|___|___|__|____|___|___|_____|___|_____________________________________|

Round __
|Init| Who | MA1 | MA2 | MA3 | Target |Rng|Skl|Dx|Brst|Cvr|Evd|Effct|Dmg|Commentary                           |
|____|_____|_____|_____|_____|________|___|___|__|____|___|___|_____|___|_____________________________________|
|____|_____|_____|_____|_____|________|___|___|__|____|___|___|_____|___|_____________________________________|
|____|_____|_____|_____|_____|________|___|___|__|____|___|___|_____|___|_____________________________________|
|____|_____|_____|_____|_____|________|___|___|__|____|___|___|_____|___|_____________________________________|
|____|_____|_____|_____|_____|________|___|___|__|____|___|___|_____|___|_____________________________________|
|____|_____|_____|_____|_____|________|___|___|__|____|___|___|_____|___|_____________________________________|

--
H Frumblefoot 2020
 
Last edited:
‘Course you need to know about the pre-existing wheel first :)

Thanks for the pointer I see that the game you mention is quite cheap on DriveThru...
 
No need to reinvent the wheel: just use the rules from Melee/The Fantasy Trip and modify them to taste and Bob's yer uncle.

I do play TFT (and it uses Melee/Wizard for combat). But sometimes you want to play with the rules at hand to see how it plays out there. And my Traveller combat has always been horribly played/refereed, so I may try this as well with some of the notes in this thread just to get a better grasp of some of the aspects of things. The range band notes I think would really help me to better grasp how that interplays with the combat. And yes, this would be some house ruling but hey, it is an RPG.

(of course, combat in Traveller is pretty lethal, so my players coming from a D&D background are astounded when they die in the first round. Oddly the same thing happened in a Fantasy Trip game, as it too can be pretty lethal and healing potions heal all of 1 point of damage. But hey, I do have a house rule for a 1d4 "big boy" healing potion: I have a d4 in a vial that they have to shake out. the range is because the potion may have aged badly. And I like the little vial with a d4 representing a potion. Still need to get my test tubes filled with different colored gatorade for various potions)
 
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