The Serendipity Engine
Objective
Simulate how combats are made of serendipitous opening that perceptive and skilled fighter take advantage of. One can fight according to a plan, or be nimble and go with the flow. This option provides the "flow".
A critical fail on the Per-based skill check is narrated to the player like a criticl success, but is converted instead into a bonus for the opponent as a bonus to any form of counter attacks.
Principle
A skill contest between the Per-based melee combat skill of the attacker against the DX-based melee combat skill of the defender. In case of a success by the attacker, the attacker spot a combat opening with a benefit that is a function of the margin of success. If the margin is negative, but the Per-based skill check was successful, the bonus is applied to the next active defense.
To generate interesting openings, the random "table" is implemented as a web application. This has the potential to generate over a few hundreds different combinations of opening and conditions, and this number of permutations blows up into the thousands if we take into account the range of possible attack bonuses and defense penalties.
Procedure
The phasing player may call an Evaluate(combat opening) as a melee combat move. The skill contest is resolved by the app, determine the success and generate an opening. In case of failure, the phasing player my be compelled to take a Do nothing action. In other cases, the phasing player is free to take advantage of the opening by converting the evaluate into a new action and immediately resolving it to exploit the opening, or take instead a Do Nothing or All-out defense action. The gamble here is that if the opening isn't desirable, the turn will be spent looking for an opening and deciding not to take it.
- Declare an Evaluate (combat Opening)
- Per-skill vs DX-skill (handled by app)
- Pick Either of:
- Immediately convert to attack to exploit opening.
- Do Nothing
A critical fail on the Per-based skill check is narrated to the player like a criticl success, but is converted instead into a bonus for the opponent as a bonus to any form of counter attacks.
Discussion
This is not a new idea, if you want a low-tech table instead, try Sean Punch's post of SJG's forum, or +Douglas Cole 's post on Gaming Ballistic. We're going to playtest the idea, but this is out there is anyone else want to give it a go. Here is what I'm looking for in a playtest:
- Are players using the the Evaluate (opening)?
- When presented with an opening, are the players deciding to exploit the opening?
- If not,
- is this because of the condition being too restrictive?
- is it because the bonus doesn't outweigh the limitation?
- If so,
- Did it made the combat more fun?
- Did it incite players to try moves that they usually don't use?
- Was the bonus conferred too large?
- Web application, a good idea or would it be better with a much simpler table (see Sean Punch's post linked above).
If you give it a try, by all means, communicate your thoughts and suggestions in the comments section below.
Next steps beyond playtesting
- Adding openings that are more contextual:
- rough terrain.
- Multiple opponents.
- Presence of allies.
- Long reach weapons.
- Two-handed vs one handed with shields.

