At some point, I'll probably revise this with an eye towards making it easier to understand and implement.Handling Combat in Amber
credit where credit is due
This system (and the Testerman/Trimmer system it is based on) determines the length of a battle by comparing the warfare (or psyche, or strength) of the combatants, factoring in Endurance in longer battles. It is designed with the standard Amber 4 attribute system, but could be easily modified for whatever system you use. It is designed for one-on-one battles, but can also be adapted to armies or group battles.
We need to compare the relevant attribute (psyche for power battles, strength for hand-to-hand, or warfare for weapons) of the two combatants. But we can't compare just the straight points of the attributes, because that would result in a character with a single point of warfare to be infinitely better than someone with Amber Rank(zero points). So, we need to scale the stats just slightly. When we scale, we'll quickly be converting character creation points, and attribute points into something similar, which for lack of a better term we'll call Conflict Points.
Let's consider Human Rank a single "conflict point". Chaos Rank, being twice as good, will be two conflict points Amber Rank will be equal to four conflict points. As far as any "Ranked" attributes are concerned, take the number of points spent on the attribute and add five. This new total is the number of Conflict Points you have in that attribute.
Once you know the conflict points involved in the battle, you may compare them on this chart to determine what Advantage Category the fight falls into:
- This is a bit toned down from Wujcick's explanations in the rulebook. He paints Amber as 8+ times as good as Chaos rank. I see it as around double. Otherwise, armies from chaos need to outnumber Amber forces by huge margins in order to really be a threat, and that's just not how Corwin presents it.
- This also means that if you spent one point on warfare when creating your character, he has 6 Conflict points in warfare. This gives him roughly 1 and a half times the swordsmanship of Amber Rank, and makes him three times as deadly as a chaosling, or 6 times as dangerous as a normal human.
- If you have 2 points of warfare you are not twice as good as someone with one point of warfare. Converting the ranked stats into conflict points shows you have 7 to thier 6 conflict points, giving you a Minimal Advantage.
If the stronger character has:
Other factors such as weaponry, tactics, and setting Just how exhausted you are determines how well and how long you can defend yourself
- Four times as many (or more!) conflict points as weaker character (4:1 or more extreme), they have a Murderous Advantage!
- At least three times as many conflict points as weaker character (3:1), they have a Superior Advantage!
- At least twice as many conflict points as weaker character (2:1), they have a Definite Advantage.
- At least one and a half times as many conflict points as weaker character (3:2), they have a Modest Advantage.
- More conflict points than weaker character, but less than one and a half times as many (7:6, or 54:47, or any proportionately similar small difference), they have a Minimal Advantage
- If both characters have the same number of conflict points, (1:1) they are dead even.
To the index of all my Amber pages.
Other factors such as weaponry, tactics, and setting...
One of the strengths of this system is that it makes for easy improvising of the results of outside factors. If some factor aides a particular combatant (such as them having a sharper blade or better armor, attacking from ambush, being more familiar with the terrain), swing the Advantage Level one step in their favor.what the Advantage Categories mean in terms of storyline:
Definitions of terms such as: Exertion, Fresh, Tired, Strained, Exhausted, and Collapsing If the stronger character has at least four times as many conflict points as the weaker, they have an Deadly Advantage. Anytime there's this much of a difference, the weaker character dies in well under a minute, and little can save them. "One hit = one kill" is often the rule in these cases. It all happens too fast for Endurance to make a difference. If you are this much better than your opponent, it is nearly impossible for them to kill you. Even if you are at Collapsing exertion, they will at best manage a single wound on you simultaneous to their death. If you are less exerted, they will be unable to harm you at all
If the stronger character has at least three times, but less than four times, as many conflict points as the weaker, they have an Superior Advantage. The victim should die within a few minutes, regardless of what endurance level they are at. Good stuff, nearby benefactors, or other factors might be able to save them, but they'll take crippling wounds long before endurance becomes a factor. The better warrior won�t perish unless they are at Collapsing level less than five minutes into the duel.
If the stronger character has at least twice , but less than thrice the conflict points of the weaker, they have an Definite Advantage. It takes very small slip-ups to recieve fatal wounds against someone this far better than yourself, and so the first signs of fatigue will do in the weaker fighter. The stronger fighter won�t perish till they reach Collapsing level, but the weaker will die if/when they reach Tired.
If the stronger character has at least one and a half, but less than twice as many conflict points of the weaker, they have a Modest Advantage. At this point, the battles start to draw out, and Endurance really begins to play a part. The stronger fighter won�t die until they reach Collapsing exertion level. The weaker will make a fatal mistake and die within a few minutes of reaching Strained level.
If the stronger character has more conflict points of the weaker, but less than one and a half times as many, they have an Minimal Advantage. These battles draw out really long, possibly taking days to determine a victor. Endurance is the real determination in who wins and how long it takes to do so. The stronger fighter will only perish in this situation if/when they proceed to Collapsing level of exertion. The weaker character if/when they reach Exhausted level.
If both Characters have the same number of conflict points, they are Dead Even. In this case, the only deciding factors are endurance and "stuff". The first character to reach Collapsing level dies. The other lives, but with several nasty wounds.
Exertion:
there are 5 levels of exertion. They are entitled Fresh, Tired, Strained, Exhausted, and Collapsing.To the index of all my Amber pages.
Credit where credit is due: Recently, I discovered a webpage maintained by Doyce Testerman that includes an excellent Holistic stat system, as well as a way of determining the victor and speed of victory in Amber battles. This system, originated by Randy Trimmer, is an great crib notes for Amber gamemasters, making the refereeing of battles simpler.
However, their system does not however really factor in Endurance, and is somewhat less balanced in the lower point value rankings for attributes. I have attempted to patch these flaws and expand upon the system, my results are above. Their system is less number-intensive than mine, but also less detailed. It's a trade-off (elegance or completeness), and you might like their system more than mine, so check it out!
� 1998-1999 by Rolfe Bergstrom, developed upon the work of Doyce Testerman and Randy Trimmer, and of course the game system by Erick Wujcick and the novels by Roger Zelazny.
Dangerous assumptions about how gaming relates to life. Also a place for r_b_bergstrom to keep an archive of things he flung out into the gaming fora and wikis of the world.
Tuesday, February 5, 2008
The Bergstrom Method Of Amber Combat
The truth is ugly: What I'd remembered as a veritable "holy grail" is in fact just a simple stoneware cup, with three different artist's stamps upon the base.
I found the so-called "Bergstrom Method" for Amber combat, and it's only so-so. In some ways it's cooler than the chart, and feels more like an Amber methodology than that did. On the other hand, it's a little hard to read. What I did with Endurance was cool, and I like the way I handled the transition from Amber Rank to 1-point of Warfare, but the formatting needs work. Overall, though, I'm not as impressed with my own greatness as I'd hoped to be.
Most disappointing is the realization that it's heavily based on someone else's concept - probably the original author of that chart. Here I was thinking I'd been all original and cool, when the truth is I was standing on the shoulders of chaos lords. My ego has taken enough kicks in the past few years. I may have been happier while on the grail quest. It's been a really tough week (I got laid off, and I hurt a friend) so it may be that I'm just depressed or self-critical. I'll look at it with fresh eyes sometime when I'm in a better mood.
Oh well, here's the text, plucked from The Way Back Machine. I expect none of the links will work, but I'd rather not take the time to test or neuter them.
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