Creating a Robot Combat Tabletop Game - Advice Welcome

StolenMadWolf

locally escaped lab trans wolfess
Location
The soggy place called Britain
Pronouns
She/Her
Heya, I've been working on some artwork for a setting of mine that I call the ARCSverse, specifically Arcbots. The idea around this setting is that almost all humans have access to powerful 3D printers, allowing them to create powerful combat robots, these robots are essentially walking, talking 3D printers in their own right, and can produce their own weapons on the fly. These Adaptive and Regenative Combat Systems (ARCS), or simple Arcbots, have completely changed not only warfare, but society itself, as they are often custom built with their own unique weapons and builds.

Now, I've been unsure of how to extend this from my prexisting art work, and into a written/animated format. I wasn't sure if writing would help me (given my current difficulties in releasing a werewolf novel due to funds and concerns of getting a readerbase) nor do I have the skills to animate or create a show/game. But as it turns out, I could work on a tabletop/online roleplay featuring Arcbots.

So, I've started working on building a prototype combat system to use for the setting to use in online roleplay on Forums like SV and SB, as well as Discord, partly to see how well it could work, but also to help get a little bit more interest in Arcbots as a whole, or at least to test the waters. If not, at least it might make a fun RP featuring players battling each others own Arcbots in the form of competitive matches, including a little leaderboard. It could be expanded further from there.

The System Concept/Rough Ideas
A competitive tabletop/online RPG like this would need specific stats for an Arcbot and their individual weapons, with a specific point limit to prevent bots from becoming overpowered. The big problem that I have with most tabletop RPGs however is they are either too complicated, too long winded or worse, both, hence making them rather boring affairs for those who are used to computer games. The idea for the system is to be simple and fast enough to allow for quick, fun gameplay, but offering enough depth to still allow players to strategise in the middle of a fight.

Movement would be settled with at least one D6 dice, whilst combat rolls would be settled through the use of at least one D20 or D100. Modifiers would be kept at a maximum of 2-3. Second dice would only be allowed for either particularly fast characters, or with critical impacts. Some folks have suggested looking towards BattleTech, but I want to keep it simpler than that to help speed up the matches. Weapons could eventully be further defined through cards that players could make themselves.

Here are some early stat ideas:

Arcbot Stats

Endurance – Serves as health points, how many points that have to be removed before death.
Power – Physical Strength, used in melee combat.
Armour – Defensive Properties, used in resisting damage.
Motion – Speed Stat, used to define movement and evasive chances
Willpower – A stat used to define regeneration, use of criticals, overdrive, interventions and sometimes in resisting attacks or improving accuracy.


Weapon Stats

Damage – Power of the Weapon, used in ranged combat on it's own, or amplified with physical strength with melee weapons. Can be resisted by Armour.
Defense – Exclusive to Shields, shows resistance to damage.
Fire Rate – Fire Rate of the Weapon, used in ranged combat to allow for multiple shots.
Range – Range of the Weapon, determines how far the target can be engaged from.
Accuracy – How accurate the weapon the weapon is, affected by target's motion.
Reload/Cooldown – Time needed before the weapon can fire again. Magazine based for kinetics/missiles, can be refreshed with energy.
Capacity – How many shots can be fired before the weapon needs reloading/cooling down
Critical Chance – Modifier to allow for critical hit.

Arcbot RP Combat essentially runs on simultaneous turns, the principle being that the turn order varies each time. The first roll in a round would be the iniative roll, and would be done with a d20 + the Arcbot's Motion Stat. Highest rolls allow for appearing first in the order.

After this, Arcbots can either move, attack, or standby to gain additional bonuses to defence, motion or willpower. Arcbots will typically receive two actions which they can perform in any order they like (standby allows them to save an action point for later use), although Micros and Lights can use three minimum.

A player can standby after taking an action, allowing them to drop down to the bottom of the initiative order, but saving that move for later. It is possible for a player to 'jump' the iniative order during another player's action. For example, if a player A attacks player B, then B, if they wish, can declare an intervention. This would be dependent on a d20+Willpower Roll. If this exceeds A's Motion Roll, then B has the ability to respond to the attack before it's launched. Failing it would knock them down the Iniative order. Likewise, a third party, C, could also intervene on the behalf of another player, provided they are in range.

Movement is handled through D6 rolls, plus a modifier based on the motion stat. A player could use additional actions to extend their travel distance, which is handled either through another D6, or an extra modifier. The further a bot travels, the more evasive checks they receive.

Attacks and defences are handled through D20s/D100s. An Accuracy Roll is done against Motion+evasive checks. A successful hit allows for damage to be rolled. D20/D100+Attack Stat-Opp!Defence Stat. If certain conditions are met, a Critical Hit is triggered, allowing for a second D20/100 to be rolled.

If Overdrive is enabled, a D20 dice is added, or a second D6 in the case of movement.

In the case of the above, Arcbots and Weapons would have a small pool of simple stats, movement can make a target more evasive whilst terrain or holding ground could increase defense. A key part of the game would be players having a chance to jump the initative queue, taking a chance at being able to act before an opponent (say to throw off an attack or even strike first) or maybe strike at the same time. Another, third player could even intevene as well, provided they were within range. Overdrive would essentially offer a boost to all stats for a short time. Weapons can be swapped out on the fly, meaning generalist builds are often more useful than specialists.

Whilst early prototypes would just work on similar bots, there would be a combat circle featuring five different weight classes, Micro, Light, Medium, Heavy and Mega-Class Arcbots, they would have their own quirks and traits, such as higher evasion, higher defence or carring capacity, but they would have a strength against another bot class. Micros<Lights<Mediums<Heavies<Megas<Micros.

That's just some of the early basics, I've just been wanting to bounce some ideas in here, especially since I don't really know how stat-heavy RPGs really work, especially those dependent on dice rolls, as the Roleplays I've managed in the past are far more casual in scope.

Any initial thoughts?
 
When you say Combat Robot game, is this an RPG that uses a battlemap like D&D or Savage Worlds, or a wargame with RPG elements like 5 Parsecs or Frostgrave?

I'll be honest my knowledge of other tabletops is limited, most RPs I've done have been post by post forum RPs.

My hope is to set up a prototype PVP based tabletop, similar to a wargame but with a hexgrid map like BattleTech. You'd control one bot with custom stats you set up like D&D, along with a deck of custom weapons you can select from (controlling more than one or working with a wider team could be possible). You have action points to spend each turn for whatever you like out of standard moves, attack and defence.

One idea I'm creeping in is allowing for characters to pass a difficult roll to enable a once per turn intervention, allowing a bot to jump the initiative order to act before the slated player, such as defending a teammate, striking first or evading.
 
One of the things I've learnt from Frostgrave and Stargrave is that D20s are extremely swingy. In a 1v1 game, it might not be an issue because turns would go fast, but I would worry a run of bad luck could cause both players to miss several times in a row.

I know others have recommended you read Battletech, I'm going to recommend Space Weirdos (it's the lightest wargame I know) and the free version of Savage Worlds.

My other recommendation is that you work out the averages for your dice rolling. You want a general idea of how many rolls it takes for one mech to defeat another mech, how often attack rolls between one mech type to another will hit, and how bonuses to accuracy and weapon damage effect that. It's a little math, but it will help while you're fine tuning the balance.
 
One of the things I've learnt from Frostgrave and Stargrave is that D20s are extremely swingy. In a 1v1 game, it might not be an issue because turns would go fast, but I would worry a run of bad luck could cause both players to miss several times in a row.

My other recommendation is that you work out the averages for your dice rolling. You want a general idea of how many rolls it takes for one mech to defeat another mech, how often attack rolls between one mech type to another will hit, and how bonuses to accuracy and weapon damage effect that. It's a little math, but it will help while you're fine tuning the balance.

How come are the D20s swingy? Is there are a better alternative to the D20 for this?

I have also done early calculations in how many shots it would take for some weapons to take down a target. The average target could go down in about 6 shots to a 200 damage weapon, but lighter weapons take alot more unless they are paired up with each other or other weapons. I've been thinking of decreasing health in general, but I'm just weary of the lightest weight bots dying in single shots to the heavy weapons, unless they get high evasion factors or lucky defence rolls.

I know others have recommended you read Battletech, I'm going to recommend Space Weirdos (it's the lightest wargame I know) and the free version of Savage Worlds.

I'll try and give them a read then, thanks for the suggestions.
 
I'm currently putting together an actual gameguide for the Arcbots game. It's currently only really specced for 1v1 battles, but it's got room to expand to larger team matches. It's currently being built for tabletop but it can work digitally, either by playing the game completely online, or by using a post-by-post system similarly to traditional RPs. I've done a few solo playtests myself to test the combat system, and it does actually work (and I've spent alot of time developing excel spreadsheets that will handle any necessary calcuations for players rather than having to work out themselves (although that is doable), but I'm kinda reaching the limit of what I can do on my own.

If anyone is unsure, it'll be similar to a more indepth version of the Hunters games on IOS by Rodeo Games before they were taken down.

I was wondering if there was anyone who was interested in playtesting the game with me once I've got the gameguide complete? The completed prototype could creep in on SB and Discord for more general play.
 
How come are the D20s swingy?
Any system where you roll a single die against a target number for task resolution is swingy, because the frequency distribution is flat.

On 1d20, your chance of rolling 1 is the same as your chance of rolling 11 or your chance of rolling 20.

On 2d10, your chance of rolling 11 (the median value) is ten times higher than your chance of rolling 2 or your chance of rolling 20.

Anyone designing a crunchy game that uses dice should consider studying basic probability and statistics, and also spend some time playing around with online dice rollers that provide you with probability tables.
 
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