Tactical Combat, Violence Dice and Missing Your Attacks in Gubat Banwa
In this post I talk about game feel and decision points when it comes to the "To-Hit Roll" and the "Damage Roll" in relation to Gubat Banwa's design, the Violence Die.
Let's lay down some groundwork: this post assumes that the reader is familiar and has played with the D&D style of wargame combat common nowadays in TTRPGs, brought about no doubt by the market dominance of a game like D&D. It situates its arguments within that context, because much of new-school design makes these things mostly non-problems. (See: the paradigmatic shift required to play a Powered by the Apocalypse game, that completely changes how combat mechanics are interpreted).
With that done, let's specify even more: D&D 5e and 4e are the forerunners of this kind of game--the tactical grid game that prefers a battlemat. 5e's absolute dominance means that there's a 90% chance that you have played the kind of combat I'll be referring to in this post. The one where you roll a d20, add the relevant modifiers, and try to roll equal to or higher than a Target Number to actually hit. Then when you do hit, you roll dice to deal damage. This has been the way of things since OD&D, and has been a staple of many TTRPG combat systems. It's easy to grasp, and has behemoth cultural momentum. Each 1 on a d20 is a 5% chance, so you can essentially do a d100 with smaller increments and thus easier math (smaller numbers are easier to math than larger numbers, generally).
This is how LANCER works, this is how ICON works, this is how SHADOW OF THE DEMON LORD works, this is how TRESPASSER works, this is how WYRDWOOD WAND works, this is how VALIANT QUEST works, etc. etc. It's a tried and true formula, every D&D player has a d20, it's emblematic of the hobby.
There's been a lot more critical discussion lately on D&D's conventions, especially due to the OGL. Many past D&D only people are branching out of the bubble and into the rest of the TTRPG hobby. It's not a new phenomenon--it's happened before. Back in the 2010s, when Apocalypse World came out while D&D was in its 4th Edition, grappling with Pathfinder. Grappling with its stringent GSL License (funny how circular this all is).
Anyway, all of that is just to put in the groundwork. My problem with D&D Violence (particularly, of the 3e, 4e, and 5e version) is that it's a violence that arises from "default fantasy". Default Fantasy is what comes to mind when you say fantasy: dragons, kings, medieval castles, knights, goblins, trolls. It's that fantasy cultivated by people who's played D&D and thus informs D&D. There is much to be said about the majority of this being an American Samsaric Cycle, and it being tied to the greater commodification agenda of Capitalism, but we won't go into that right now. Anyway, D&D Violence is boring. It thinks of fights in HITS and MISSES and DAMAGE PER SECOND.
A Difference Of Paradigm and Philosophies
I believe this is because it stems from D&D still having one foot in the "grungy dungeon crawler" genre it wants to be and the "combat encounter balance MMO" it also wants to be. What ends up happening is that players play it like an immersive sim, finding ways to "cheese" encounters with spells, instead of interacting with the game as the fiction intended. This is exemplified in something like Baldur's Gate 3 for example: a lot of the strats that people love about it includes cheesing, shooting things before they have the chance to react, instead of doing an in-fiction brawl or fight to the death. It's a pragmatist way of approaching the game, and the mechanics of the game kind of reinforce it. People enjoy that approach, so that's good. I don't. Wuxia and Asian Martial Dramas aren't like that, for the most part.
It must be said that this is my paradigm: that the rules and mechanics of the game is what makes the fiction (that shared collective imagination that binds us, penetrates us) arise. A fiction that arises from a set of mechanics is dependent on those mechanics. There is no fiction that arises independently. This is why I commonly say that the mechanics are the narrative. Even if you try to play a game that completely ignores the rules--as is the case in many OSR games where rules elide--your fiction is still arising from shared cultural tropes, shared ideas, shared interests and consumed media.
So for Gubat Banwa, the philosophy was this: when you spend a resource, something happens. This changes the entire battle state--thus changing the mechanics, thus changing the fiction. In a tactical game, very often, the mechanics are the fiction, barring the moments that you or your Umalagad (or both of you!) have honed creativity enough to take advantage of the fiction without mechanical crutches (ie., trying to justify that cold soup on the table can douse the flames on your Kadungganan if he runs across the table).
The other philosophy was this: we're designing fights that feel like kinetic high flying exchanges between fabled heroes and dirty fighters. In these genres, in these fictions, there was no "he attacked thrice, and one of these attacks missed". Every attack was a move forward.
So Gubat Banwa removed itself from the To-Hit/Damage roll dichotomy. It sought to put itself outside of that paradigm, use game conventions and cultural rituals that exist outside of the current West-dominated space. For combat, I looked to Japanese RPGs for mechanical inspiration: in FINAL FANTASY TACTICS and TACTICS OGRE, missing was rare, and when you did miss it was because you didn't take advantage of your battlefield positioning or was using a kind of weapon that didn't work well against the target's armor. It existed as a fail state to encourage positioning and movement. In wuxia and silat films, fighters are constantly running across the environment and battlefield, trying to find good positioning so that they're not overwhelmed or so that they could have a hand up against the target.
The Violence Die: the Visceral Attacking Roll
Gubat Banwa has THE VIOLENCE DIE: this is the initial die or dice that you roll as part of a specific offensive technique.
In the above example, the Inflict Violence that belongs to the HEAVENSPEAR Discipline, the d8 is the Violence Die. When you roll this die, it can be modified by effects that affect the Violence Die specifically. This becomes an accuracy effect: the more accurate your attack, the more damage you deal against your target's Posture. Mas asintado, mas mapinsala.
You compare your Violence Die roll to your target's EVADE [EVD]. If you rolled equal to or lower than the target's EVD, they avoid that attack completely. There: we keep the tacticality of having to make sure your attack doesn't miss, but also EVD values are very low: often they're just 1, or 2. 4 is very often the highest it can go, and that's with significant investment.
If you rolled higher than that? Then you ignore EVD completely. If you rolled a 3 and the target's EVD was 2, then you deal 3 DMG + relevant modifiers to the DMG. When I wrote this, I had no conception of "removing the To-Hit Roll" or "Just rolling Damage Dice". To me this was the ATTACK, and all attacks wore down your target's capacity to defend themselves until they're completely open to a significant wound. In most fights, a single wound is more than enough to spell certain doom and put you out of the fight, which is the most important distinction here.
In the Thundering Spear example, that targets PARRY [PAR], representing it being blocked by physical means of acuity and quickness. Any damage brought about by the attack is directly reduced by the target's PAR. A means for the target to stay in the fight, actively defending.
But if the attack isn't outright EVADED, then they still suffer its effects. So the target of a Thundering Spear might have reduced the damage of an attack to just 1 (1 is minimum damage), they would still be thrown up to 3 tiles away. It matches that sort of, anime combat thing: they strike Goku, but Goku is still flung back. The game keeps going, the fight keeps going.
On Mechanical Weight
When you miss, the mechanical complexity immediately stops--if you miss, you don't do anything else. Move on. To the next Beat, the next Riff, the next Resound, think about where you could go to better your chances next time.
Otherwise, the attack's other parts are a lot more mechanically involved. If you don't miss: roll add your Attacking Prowess, add extra dice from buffs, roll an extra amount of dice representing battlefield positioning or perhaps other attacks you make, apply the effects of your attack, the statuses connected to your attack. It keeps going, and missing is rare, especially once you've learned the systematic intricacies of Gubat Banwa's THUNDERING TACTICS BATTLE SYSTEM.
So there was a lot of setup in the beginning of this post just to sort of contextualize what I was trying to say here. Gubat Banwa inherently arises from those traditions--as a 4e fan, I would be remiss to ignore that. However, the conclusion I wanted to come up to here is the fact that Gubat Banwa tries to step outside of the many conventions of that design due to that design inherently servicing the deliverance of a specific kind of combat fiction, one that isn't 100% conducive to the constantly exchanging attacks that Gubat Banwa tries to make arise in the imagination.
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I think so many people are so deeply alienated from themselves that they have no clue how to exercise their free will and autonomy. For some, this alienation runs so deep that they are afraid of their own autonomy and humanity. It is completely understandable why one would have those feelings, but it can be worrisome.
I want to help others who feel this way, so here are small things I have done to exercise my free will:
Add "guilty pleasure" songs to playlists and actually listen to them (I have a ton of late 1990s-early 2000s music I listen to now proudly that I never listened to in the past out of shame)
Getting the décor item, bath set, bed spread, ect. in the patterns you like, even if it's "childish" (I got a dinosaur-themed wastebasket from the kids' décor section and I adore it)
Taking a new route to get to a place you go to often
Eat dessert first
Celebrate well, and often
Collect things that are "odd" or don't seem like an "acceptable" thing to collect (somebody on my "for you" page collects dandelion crayola crayons and it was so cool!!!!!!)
Incorporate one new piece in an outfit you wear frequently (e.g., a new chain, a necklace, ribbons, bracelets, ect.). Challenge yourself to add onto the outfits if you feel up for it.
Sing along to songs without worrying that you sound "good" or your intonation is completely accurate
Read a book from a genre you weren't allowed to read as a kid (comics, thrillers, mysteries, anything!)
Walk without having a specific destination or goal
Pick up a new craft without expecting yourself to master it or to ever be "good" enough. Get your hands messy.
I don't want to shame anybody for not feeling as though they have free will or that they are exempt from exercising it. However, I wanted to give ideas so that you might read this list and find your own ways to express your intrinsic autonomy and will. You deserve to be a person, to feel alive, not just living. That is what our lives are for.
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you're in the habit of denying yourself things.
if someone asked you directly, you would say that you love a little treat. you like iced coffee and getting the cookie. you drink juice out of a fancy cup sometimes, and often do use your candles until they gutter out helplessly.
but you hesitate about buying the 20 dollar hand mixer because, like. you could just use your arms. you weren't raised rich. you don't get to just spend the 20 dollars (remember when that could cover lunch?), at least - you don't spend that without agonizing over it first, trying to figure out the cost-benefits like you are defending yourself in front of a jury. yes, this rice cooker could seriously help you. but you do know how to make stovetop rice and it really isn't that hard. how many pies or brownies would you actually make, in order to make that hand mixer worthwhile?
what's wild is that if the money was for a friend, it would already be spent. you'd fork over 40 without blinking an eye, just to make them happy. the difference is that it's for you, so you need to justify it.
and it sneaks in. you ration yourself without meaning to - you don't finish the pint of ice cream, even though you want to. the next time you go to the store, you say ah, i really shouldn't, and then you walk away. you save little bits of your precious things - just in case. sometimes you even go so far as putting that one thing in your shopping cart. and then just leaving it there, because maybe-one-day, but not right now, there's other stuff going on.
you do self-care, of course. but you don't do it more than like, 3 days in a row. after that it just feels a little bit over-the-edge. like. you can't live in decadence, the economy is so bad right now, kid.
so you don't buy the rice cooker. you can-and-will spend the time over the stove. you can withstand the little sorrows. denial and discipline are practically synonyms. and you're not spoiled.
it's just - it's not always a rice cooker. sometimes it is a person or a job or a hug. sometimes it is asking for help. sometimes it is the summer and your college degree. sometimes it is looking down at scabbed knees and feeling a strange kind of falling, like you can't even recognize the girl you used to be. sometimes it is your handprint looking unsteady.
sometimes it is tuesday, and you didn't get fired, and you want to celebrate. but what is it you like, even? you search around your little heart and come up empty. you're so used to denying that all your desires draw a blank.
oh fuck. see, this is the perfect opportunity. if you had a mixer, you'd make a cake.
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So I'm leaving work and something darts in front of me, maybe 10ft away, too fast for me to see what it is. Peek around the tree blocking my path and I see this
Just like... a whole ass hawk. Dude's gotta be about 1.5ft tall. Massive fucking bird. And it's just staring me straight in my soul like this, even as I try to move ahead. It didn't budge. And there's only this path back to my car unless I want to walk on a busy highway. So I have the option of Death By Raptor or Death By Truck.
So I walk in the poison ivy filled patch off the sidewalk. Guy still isn't moving. Still staring me directly in the eyes. And I do this thing when animals are behaving strangely where I'll talk to them, so I'm just like, "Hey, man. I don't know you. You don't know me. This feels really threatening. I'm just trying to get to my car, dude. Can I get some space please? You're a big fucking bird. I see those claws. You could kill me right now, but I'd appreciate if you didn't, ok?"
It didn't move until I was about 2ft away. Again: I'm as far from it as I can be without walking into the street. It clearly wasn't going to budge. I walk past, thing flies up (silent, btw. Scary) and lands on a brick wall a little further ahead
Anyway. Weird guy. Nearly shit my pants when I noticed a bird big enough to carry off a fully grown cat was just... there, staring me in the face, unwilling to move away from me, a human, something it should see as a threat. I watched behind me the whole rest of the way to my car, just in case this bird decided to help me shed this mortal coil. 10/10 experience. Super cool guy.
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probably time for this story i guess but when i was a kid there was a summer that my brother was really into making smoothies and milkshakes. part of this was that we didn't have AC and couldn't afford to run fans all day so it was kind of important to get good at making Cool Down Concoctions.
we also had a patch of mint, and he had two impressionable little sisters who had the attitude of "fuck it, might as well."
at one point, for fun, this 16 year old boy with a dream in his eye and scientific fervor in heart just wanted to see how far one could push the idea of "vanilla mint smoothie". how much vanilla extract and how much mint can go into a blender before it truly is inedible.
the answer is 3 cups of vanilla extract, 1/2 cup milk alternative, and about 50 sprigs (not leaves, whole spring) of mint. add ice and the courage of a child. idk, it was summer and we were bored.
the word i would use to describe the feeling of drinking it would maybe be "violent" or perhaps, like. "triangular." my nose felt pristine. inhaling following the first sip was like trying to sculpt a new face. i was ensconced in a mesh of horror. it was something beyond taste. for years after, i assumed those commercials that said "this is how it feels to chew five gum" were referencing the exact experience of this singular viscous smoothie.
what's worse is that we knew our mother would hate that we wasted so much vanilla extract. so we had to make it worth it. we had to actually finish the drink. it wasn't "wasting" it if we actually drank it, right? we huddled around outside in the blistering sun, gagging and passing around a single green potion, shivering with disgust. each sip was transcendent, but in a sort of non-euclidean way. i think this is where i lost my binary gender. it eroded certain parts of me in an acidic gut ecology collapse.
here's the thing about love and trust: the next day my brother made a different shake, and i drank it without complaint. it's been like 15 years. he's now a genuinely skilled cook. sometimes one of the three of us will fuck up in the kitchen or find something horrible or make a terrible smoothie mistake and then we pass it to each other, single potion bottle, and we say try it it's delicious. it always smells disgusting. and then, cerimonious, we drink it together. because that's what family does.
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