Thursday, December 18, 2025

Initial Thoughts on Combat in Metamorphosis Alpha

Three sessions into my new Metamorphosis Alpha campaign – which I've dubbed "Habitat" – my players and I have now had the chance to use the game's combat system several times, most recently when their characters encountered some hostile wolfoids inside the Environmental Control Center of Habitat Level 2 of the starship Warden. My initial instincts about the game have thus far been proven correct. Though published two years after OD&D, MA is still a very early game design, filled with a lot of rough edges, infelicities, and general wonkiness. This is especially the case with the combat.

On the surface, combat in Metamorphosis Alpha isn't that much different from combat in OD&D. Players roll 1d20, with the aim of rolling equal to or higher than a target number. This roll is modified by certain factors, like a high Strength score or mutations. Weapons in MA each have a weapon class, ranging from 1 for bows and blowguns to 8 for protein disruptor pistols. In general, the higher the weapon class, the lower the target number needed versus an opponent's armor class (also rated from 1 to 8). 

There are some wrinkles in this, though, since weapon class is something of a stand-in for the weapon versus AC tables of Chainmail, Greyhawk, and AD&D. Some weapons are better against lower armor classes than they are against higher ones, for example, along with other peculiarities, like the metal disruptor pistol having no effect against armor classes above 3. Longtime players of Gamma World will, of course, recognize this system, since that descendant of Metamorphosis Alpha uses a similar system.

Damage varies by weapon type, as in Supplement I to OD&D. Each weapon's damage also varies by target type, with "humanoid beings," "mutated creatures," and "true humans" each being a separate category. It's unclear from the text whether mutated animals that have humanoid shapes count as a  the first or second category. When confronted with this on the fly, I elected to treat mutant animals as the middle category, but now I am second guessing myself, since it often means that mutant animals take less damage from common weapons like swords than do their mutant human counterparts. 

For reasons unknown to me, the game includes a second system for resolving bow combat – just bow combat – that seems to be derived from Chainmail. Instead of the difficulty to hit being based on armor class, it's based on distance. Furthermore, 2d6 are rolled against a target number rather than 1d20. When we first noticed that there were two systems for bow combat, I offered using the alternative one as an option, but none of the players were in favor of that, so we use the standard d20 system for all combat.

The possibility of surprise is handled much as in OD&D, with a d6 roll. Initiative, however, is determined by Dexterity score, with higher scores acting before lower ones. Ties are resolved with a die roll. There's a suggestion, never fully articulated, that, if a character or creature has a Dexterity score of twice that of his opponent, he can attack twice against that target. This hasn't come up in play as of yet, so I'm not certain whether I'll adopt the rule or not.

Character hit points are determined by a roll of 1d6 per point of Constitution. Since there are no experience rules in Metamorphosis Alpha, it is thus unlikely a character will ever gain any more hit points than what is rolled at the start of play. "Normal" weapons, which is to say, the sorts starting characters typically possess – swords, spears, bows, etc. – do damage comparable to their OD&D counterparts, meaning that most starting MA characters are more robust than those in OD&D, capable of sustaining more hits before expiring. 

The matter of damage is complicated by both mutations and high-tech weapons. Many mutations, like heightened precision and heightened strength, increase the number of dice a normal weapon does. Characters with these mutations can dish out quite a lot of damage, using even a sword or mace. High-tech weapons are even more dangerous. A laser pistol, for example, deals 5, 10, or 15d6 damage, depending on the type of armor worn by the target. Then there are other mutations, both physical and mental, that deal poison or radiation damage or target the mind of an enemy rather than his body. These, too, can deal devastating damage. One of the characters in the campaign has poison claws with strength 11 poison that's capable of killing any creature with a Constitution score of 11 or less on a single strike.

As I noted at the start of this post, we've only just started playing Metamorphosis Alpha. We're still finding our footing and I am sure there will be many missteps along the way. The combat system is, so far, the most confusing part of the game to get right, mostly because it's just enough like OD&D that we sometimes forget the ways that it differs. Likewise, I suspect that we may all be too complacent about damage. Other than a single, limited use slug thrower, the characters do not yet have access to any high-tech weaponry, nor have they faced opponents who do. When that changes, I expect we'll all be in for a surprise!

I'll no doubt have more to say about all of this, once we've had the chance to play the game more. 

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