Taking Inspiration from Video Game Combat: Ghost of Tsushima (part 2)


Doing the first design exercise of applying the mechanics of Wandering Blades to media that inspired elements of the game was so fun, I had to do it again!

Combat Round One - Fast Turns

  • *No combatants have decided to take Fast Turns this round. 

Combat Round One - Slow Turns

  • 5:55 - the enemy attacker uses a MOVE ACTION to close the distance with the PC and then takes an ATTACK ACTION with their spear. The attack is higher than the PC's DODGE and will hit. However, the PC spends their REACTION to parry. They succeed and resolve damage without having to attack, killing the enemy attacker.
  • 6:02 - the enemy attacker uses two ATTACK ACTIONS, missing both of them. The PC has spent their REACTION and elects not to spend QP to gain another.
  • 6:04 - the PC uses two ATTACK ACTIONS, succeeding at the first. The DAMAGE REDUCTION of the enemy's armour prevents a lethal blow.
  • End of round.

Combat Round Two - Fast Turns

  • *The GM decides to have the armoured enemy take a FAST TURN
  • 6:06 - the enemy attacker uses their single ACTION to attack the PC. The attack misses and the PC uses their REACTION for the round to counter, making a free ATTACK ACTION against the enemy attacker. Damage resolves and they are killed. 

Combat Round Two - Slow Turns

  • *Remember, unless they would like to go last, the PC always goes first
  • 6:11 - the PC uses a MOVE ACTION to engage in a COMBAT STANCE (let's say an aggressive stance in this example). Then, they spend QP to use a TECHNIQUE that allows them to attack multiple times in a single ACTION. An example of this is the youxia technique from the quickstart, Storm Strike. This enables the PC to make four attack rolls for one ATTACK ACTION against a single target. Even though the TECHNIQUE calls for damage dice to be rolled one step lower (ex. If a weapon does 1d6 damage, it does 1d4 instead), the aggressive COMBAT STANCE the player selected compensates for this by giving them +2 damage and allows them to kill the armoured enemy.
  • 6:22 - the last enemy attacker uses a MOVE ACTION to close the distance with the PC and then takes an ATTACK ACTION with their spear. The attack is higher than the PC's DODGE and will hit. However, the PC spends 1 QP to gain another REACTION to parry. They succeed and resolve damage without having to attack, killing the enemy attacker.
  • End of encounter.

The 7:04 mark is also a great example of what we're trying to emulate with the morale mechanic - when most of the enemy force has been defeated!

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