How do you feel about hidden combat mechanics?

(Would love to hear from refs as well as players of course!)

How do you feel about hidden combat mechanics?

I’m not talking about role playing something cool and your ref gives you a chance at getting a small bonus. That has always been around. Personally, I think this has no place in PvP, but maybe that’s just me. I’m also not talking about the numerous things in the game you just have to learn by playing, because nothing is given to you in this game. The refs have to try not to answer a lot of questions, because it’s just something you have to learn yourself or try. This is where the infamous “try it” was always applied. I’m talking about basic combat mechanics…

Planet Mado has only had 1 mechanic in combat that is hidden from the players. The minimum PL requirements to use each move learned from a Master. In the early days we actually use to share this in the move description as well, but eventually removed it. There were no other secret mechanics.

The combat has always been simple enough that anyone can understand and participate, but complex enough that you can deep dive to allow for skill and/or understand the risk/reward with certain actions.

Something I always loved was that any players could practice the combat system in their free time without a ref, all the information and calculations are provided to them (minus the pl requirements of course, this was the only variable to a real fight). They didn’t have to “grind” out learning odds or anything boring. If they understood the rules as well as the refs, players could definitely have fun or practice whenever they wanted to.

The combat system was always an open book, and we were always happy to answer questions about it. This is what helped the player’s contribute over the years and change the game. The only thing that was off limits was the moves learned from Masters, you had to play the game to discover those, but once you did learn the move you had all the information as well (minus PL requirements). Anything basic, it was free knowledge. “Try it” never applied to the standard combat system, ever, unless you were trying to pull off something that wasn’t standard.

I look through the rules and notice just how detailed we were. We break down everything! Never in combat have we ever said, “if you’re stunned it lowers your chance to dodge, but you’ll have to figure out how much by doing it over and over until you can come up with a guess on what the odds are. Good luck, don’t lose your mind!”
Dodging
Blocking
Physical attacks can never go below half their maximum damage.
Physical critical hits
Physical attacks chances to stun
Countering
Stuns
Bleeds
Diminishing returns on repeated attacks
Ki attacks added dodge increase
Signature Techniques full breakdown of everything
Ki channeling
Losing limbs
Weighted clothes affecting dodge
Armor protection, HP, and additional effects
Weapon damage

We went in depth on how all the mechanic’s work! Unless it’s a move (or fighting style, which is basically just a “move”) you learn from a Master that your opponent doesn’t know what it does, you would be able to understand what and why something is happening. Anyone could follow along.

I actually like the combo system. I kind of despise it being a basic technique. Have some thoughts on how to keep it, but have it work in the PM universe better. I pray there have not been more secret “additions” to the combat mechanics, but I do not know.

How do you feel about Planet Mado going down a path of a bunch of hidden mechanics affecting combat behind the scenes? Is Reno just an old dog that can’t get with the times? Does he really just hate Seifer on a personal level? Find out next time, on Dragon Ball ZZZZZZZZ!

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Things that I can think of that are off kilter than OG-PM…

  • Combo System…obvs.
  • Stun: It’s inconsistent in some places, so we ended up with a weird version within PMCS where you lose your actions(offense+defense) till you recover. (Most improvements at this point are getting punted to new rounds, but I’d like to see we push updated Stun through).
  • Bleed got updated. Still pending PMCS implementation, though.
  • Multi-hit is sort of in PMCS, sort of not. I leave it to the ref to figure out how they wanna do it.
  • Block has a different implementation in the Code of PMCS, than the dice. But the odds are the same.

This appears to me to be a “give me your feedback on the combo system” post. :person_shrugging:

I’d love nothing more than Reno to let us slap a ref shirt on him, so we can talk shop about the things we can’t talk shop about. :rofl: Course, I’m a hypocrite. I’m wearing both shirts, but sworn to a lot of secrecy (also only told what I need to be told for PMCS).

Combo system is the first of these hidden mechanics to enter the game, and I really do hope it was the only one. Like I said, I really do like the combo system, just not the current implementation of it, yet. I think we can do better, because it is a cool idea. If we want to focus only on that we can, obviously with it (hopefully) being the only hidden mechanic added that would be easy enough. I was trying to keep this more broad on hidden mechanics in general and the future of the game. Should we lean more into this sort of thing, stay as far away from it as possible like we have always done, or be okay with a little here and there depending on how implemented?

Combo system is the first of these hidden mechanics to enter the game, and I really do hope it was the only one.

That is the only thing I can think of.

There was an idea for a form of item modification a while back. But that’s outside my jurisdiction for PMCS. It skirts the line on whether it is a hidden mechanic in general, or a hidden mechanic for combat. I’m not sure what was done with this - it isn’t in PMCS.

I do like the idea of more hidden mechanics for both combat & general-overworld. However, I very much agree… hidden mechanics are a slippery topic/double-edged sword. Would have to be a damned good idea, and something programmable if its combat related.

There is a very good reason why the combo system details are a secret. But I like to think we’ve got an open mind on the topic.