Advanced Combat Rules - Content Pack 40
The Advanced Combat Rules are an optional ruleset to make the battles in Colostle more complex, tactical, strategic and involved for players who want more than just the story inspiration rules from the core rulebook - but instead are looking for something a little more in-depth.
These rules add more complexity to Rook and Human opponent battles by adding special player abilities to different suits and cards. Clever use of combining or timing those abilities can lead to more strategic battles with complex choices and even the ability to beat opponents with higher combat scores than you - without taking any wounds!
This module will be available from the Colostle online store for general purchase in a little while as it will not form part of 'The Moat' final book. It will however be useful for playing in The Moat as bigger battles are coming up in future Moat modules - which is why I am releasing this ruleset now.
Although I have done a lot of testing of this module myself, it is one of the more complex rules modules I have created for Colostle and so I am bound to have missed something! As Patrons you get Early Access to these modules before they are enshrined in the books, so please pass on any feedback or errors/problems you discover when using this system to me, so that I can address and fix them ahead of general release. Any changes I make will be provided back to Patrons via an update to this post.
Good luck out there, Rooklancer...
Comments (12)
Loving the new combat rules! Adds in the right amount of number crunchy dungeon crawly vibes, scratches the numbers part of my brain 🤤
Amazing! Thank you!
Also a typo in the glossary "The Main Deck" entry ("you'd rew") Just keeping these typo warnings together
Amazing, thank you for the catch!
How would the abilities from Kyodaina (the spirited's rooks power for example) work with this? Would you just subtract one from the combat score or would you subtract two?
I will make this clearer but whenever you subtract from your enemy's combat score in the core rules I would say that it always remains as 1. These are advanced rules after all!
I am excited to dive into this. Thanks!
thank you!
The first thing I thought was "waw, what a great use of those rules for a TTRPG version" (I'll probably use it in mine haha) Joking aside, I think it's a great addition to the game, especially in terms of roleplaying fights, the approaches are a top-tier idea because I often lack of creativity for unarmed or... creatives attacks. Lots of numbers tho, I'll have to try them on fights with my current character to see if I can keep up 😂 One question tho : can we give approaches to a human opponent ? So they would use the same tactics instead the "classic ones", without the abilities we have as players ? PS : There is a typo in page 4 ("Snpe from afar")
Amazing, thank you. And yes, I was thinking that these rules could form some good basis for multiplayer adaptations. There are a lot of numbers but I tested it substantially and I felt like it was dealable with. Let me know what you think! - As for approaches to human opponents - absolutely. This is something I am still considering, as its a lot to track their abilities too, but if you do it, i'd be interested to hear how you get on. - Thanks for the typo catch! - Also, I have read your feedback on your multiplayer version - I will get to a reply as soon as i can, sorry I haven't come back yet!
Best Patreon update EVER
Oh wow! Thank you! I was very proud of this one!
