Feedback on my Fantasy Western Combat System

I’ve been working on this system for a bit, but I’d like to get some feedback before I start asking friends to help stress test it. I’m focusing here on the combat system but I can go into further detail on the world or character building if anyone is interested. Any advice is appreciated.

Design Philosophy:
This is a semi-classless ttrpg where tactical gun combat is the focus. My goal is a system that’s easy to pick up and understand but with plenty of tactical depth.

Combat phase 1: Draw (roll for initiative+draw bonuses)
At the start of combat everyone rolls 1d20+speed modifier for initiative score. Your roll also determines if you get a draw bonus. The draw bonus is 20-your weapon’s related ability’s stat modifier. If you roll over that draw bonus threshold you can choose a round 1 boon. These boons are character build dependent and can be anything from bonus movement, aim bonuses, extra actions, or more situational options.

Action rules and landing attacks:
Each character gets 1 major action, 1 minor action, and movement per turn. You can choose to attack using your basic weapon attack or a spell/ ability. The basic threshold to land an attack is to roll a 10-your weapon skill stat. So if your weapon skill stat is 3, the threshold becomes 7. This is on a d20 roll. That sounds low, but the enemy gets a modifier of +6 or +12 to the threshold depending on if they’re in low or high cover. The idea being that cover and tactical movement is crucial for defense.

Focus:
Focus is your resource for using spells and abilities. At the start of combat everyone starts with half of their max focus (this can change based on builds or equipment). Your regular weapon attack by default will add +1 focus, and landing an attack will give an additional +1. Different builds and equipment also gain new ways to build their focus. Using spells and abilities will spend focus. The goal is to create an ebb and flow in combat where you’re building/ spending focus tactically to maximize impact.

Armor:
This is where I think I could use some more help. Since this is a western, people aren’t wearing traditional armor. As of right now armor just gives bonuses to health and potentially other stat bonuses depending on armor quality. It doesn’t affect if an attack against you lands or not.

These are the basics of combat. My goal with the roll thresholds+ modifiers was to make it so someone caught in the open would be hit most of the time. Someone with average combat stats will hit someone in half cover about 50% of the time, and someone with maxed combat skills would hit someone in full cover about half the time. Not accounting for various character build variations and skills+abilities. This system was the closest I could figure out that works out that way mathematically. But I’m open to suggestions or pointing out flaws in my thinking. Or any other ideas. Thanks for taking the time to read all this.

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u/Dclipp89 — 8 days ago

The smell of Pandora

This is a bit of a weird post. So I have hundreds of hours in all the borderlands games. Borderlands 2 probably more than all of them. But I haven’t played in forever. I was getting bored of borderlands 4 and decided to jump back to 2. First of all, there’s just a feel to this game that I don’t think has been matched by any of the others, as much as I like them. It’s just such a good game.

After a few hours I’d noticed something. Something I haven’t experienced in years and kind of forgot about. This is going to sound bizarre, but I could smell Pandora. This is something I used to experience when I played borderlands 2 back in the day. And I’ve never experienced this with any other borderlands game, or any of video game in general. For whatever reason when I play borderlands 2 I pick up this distinct odor. It’s hard to explain. It’s a slightly sweet, subtle smell that I can’t connect with anything else. I’m not sure what in my brain triggers this. I’m fairly certain I’m not crazy. And the fact that it came back after years away is weird. Do with this information what you will, I just thought I’d share. I turned the game off maybe 10 minutes ago and the smell has faded now.

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u/Dclipp89 — 2 months ago

Major Warping/squishing while turning into a globe. Advice needed

This is a work in progress map, obviously. I'd originally planned for the map to just be one hemisphere. It's scaled to about 12k miles across. I decided to make a quick mockup of the other half of the globe and combine the two and check it out on maptoglobe.com. I knew there would be some distortion, especially at the poles, but what I didn't expect was for the whole map to be incredibly squished. As if this map is too long, and if I wrap two of these around a globe it would have to squish them both to fit. Is there a way I can account for this? Or did I use the wrong proportions when starting this map? Any help would be appreciated. The idea was to make this roughly earth sized, though it doesn't have to be exact. I'd like to preserve my original plan as much as possible. Also keep in mind I didn't plan to have much going on people wise on the other hemisphere, it was just going to be there to get the map up to earth size. So I'm willing to compromise there, whatever that might mean. Again, thanks for any help.

u/Dclipp89 — 2 months ago

Map in Progress

I've been working on this map over the last few weeks. Obviously it's a long way from finished, but I think the land masses and mountains/hills/rivers are in place. At least for the main landmasses. This is for a larger worldbuilding project I've been working on for several years. Any thoughts are welcome.

u/Dclipp89 — 3 months ago