09-14-2008, 08:09 PM
So, you've probably been in one, but if not - A large majority of In-character conflicts/fights are dealt with using the /roll command. Highest roll usually wins, but there is one major flaw. This system is entirely based on luck. Now, as far as I'm concerned, most fights have very little to do with luck.
The purpose of this thread is to brainstorm and think up a better working IC-fighting system that is fair, easy to use, and most importantly, realistic. I want to be able to put several ideas on the table, share, and figure out what works good for everybody. I wont be able to do this all in one night, so I'll be throwing out new ideas and editing. Please, feel free to add your own ideas. A lot of these ideas could just be implemented by being a good role-player, being aware, and thinking deep about the situation. I want this thread to help with two of those three. Recent Changes: Added 'Yellow' section
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Old Health: Health is usually a small number like 3-5 or something like that, in the case of a Fight there would be several rolls, one for offense, another for defense.
Idea for Health: Health is always at a base number, I propose 3, and depending on your characters skill, class, and other modifiers could increase several points. A Warrior would usually have a larger modifier, then a Rogue, then a Mage - for instance (This get's balanced, as you'll see)
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Old Offense: All characters would use a offensive ability like 'Harry throws punch', there would be a /roll, and then the defender would roll (For another section) The complexity of the offense had very little to do with the roll and it only affected how the Defender would be hit/defend
Idea for (Melee)Offense: If a character wants to throw a hit, three things should be taken into consideration. The character's physical strength, agility, and the character's equipment. A Strong character (A Warrior, an Orc, Tauren in many cases) should be able to deal more than 1 point when hitting. A fast or agile character (A Rogue, a well-trained melee class, a gnome or Night elf) should have bonuses to his roll, instead of the standard /roll 1 - 100 it could be tuned to 10-100, 20-90 and even more precise numbers. There is also one last thing to take into account, the equipment could help or hinder the offending player. Heavy plate and heavy weapons should confer a penalty, but a heavier weapon should have the chance to deal more damage. Lighter weapons and armor should give bonuses to making the 'hit' but smaller weapons would hurt less.
Weapons- Weapon types should be considered. A sharp blade(Axes included) could stab, slash and sunder flesh easy, causing bleeding or rending organs. As a result, Blades should deal the *most* damage in the event of a clean hit. Blunt weapons like maces and hammers should be able to ignore a certain factor in armor, essentially *shocking* through. Now, this wouldn't necessarily make a man bleed to death, but it can cause blunt trauma and knock someone out (Ending fights faster) or breaking bones (Disabling the enemy). Players using blunt weapons should request an opportunity to roll for a K.O. in certain instances. To simplify: Blades would fatally injure, while Blunt weapons would ignore armor much easier. Damage should be kept balanced however.
Idea for system- Two rolls. One for Accuracy, it should be a 0-10 . A 10 would constitute a 'critical' hit where damage is no longer barred by the 'Resist' roll (Explained later - and relates to the 'Knife in the Plate'), whilst a 0 would give the defender a definite deflection or parry. The second roll would be for Damage, a 1-5 would work fine. The actual number rolled from here would translate into the damage done.
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Old Defense: The defending player would /roll for his safety. If his roll was higher, he is safe for another turn and he gives a roll for offense. If not, he takes a blow.
Idea for Defense: There will still be a roll, but again, Character physical strength, dexterity, and equipment should affect bonuses and penalties, and whether or not certain hits will work. A physically powerful character should be able to ward off weak hits and be able to parry or reflect hits. I was thinking if the /roll of the defender was high enough above the offender he/she would pull off a parry and hurt the offender. When agility and speed is concerned, a fast character should be able to dodge, avoid, and block quickly against a hit and should get a bonus to his defense roll. As for equipment, shields and heavy armor should reduce damage taken in the event that it does happen. Plate armor should be able to fend off knives and slender blades off, while a mace or axe could crush through. Thinner armor like cloth and leather should be less effective against blocking off knives and shivs, but blunt weapons shouldn't get much of an extra bonus for weakly armored players.
Armor: A majority of players have some sort of In-Character armor or clothing. Now armor would be used to deflect a major amount of *damage* not negate being hit entirely. Armor's purpose in this system would be to reduce damage (Sometimes* negating it)
Idea for system: Again, two rolls. One for Evasion, This would rack up next to the Accuracy roll, higher number wins. Evasion would be affected by the type of a character defending with appropriate modifiers.(Weight of armor/weapon, Speed of character) If Evasion fails, the next roll is how much damage is Resisted. The Resisting roll would counter off damage rolls, and depending on the defenders armor or the situation, would subtract points of damage, even with a chance of resisting ALL. The hit would be a hit, it just wouldn't hurt. These would be called Resist Criticals, and would generally just be a counter.
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Simplified system: 2 Rolls for Offense, small numbers are used. 2 Rolls for Defense, small numbers are used. Accuracy vs. Evasion, Damage vs. Resist. Resist can overshadow Accuracy. Accuracy can overshadow Resist. In the event Accuracy and Resist both get criticals, both sides can vote on both taking damage, or both defending (In which case, the offense get's a free roll.)
Now, this system seems extremely complex, and in an effort to simplify it, Here is how it works in a nutshell. Two rolls for offense and defense, if Offense's roll wins, they roll again for damage. If Defense's roll wins, they do not have to roll again. Smaller numbers are used, 1-10 and 1-5. This is a bare system. It is up to the player to recognize whether they deserve a bonus or penalty. As Qaza mentioned about her preferences, with the Bare system it would be a little less random, and when role-playing with someone you trust to be realistic, It gets far more in depth.
Now, I'm not done, by any means, and I'm still trying to brainstorm up with everyone. Please, feel free to share! (Thanks to those who already have!)
-
If this all looks like a foreign language, the purpose of all of this is for newer players (and veterans too) is to elaborate on warrior-characters. (Not the Warrior class, I mean soldiers, mercenaries, assassins, etc.) It is to easily explain a system where if you ever find yourself going up against a real fighter (who would have OOC equipment and an IC description) , you automatically can see a simple formula: Fighters beat non-fighters in fights. Your character's In-character skill should, in every sense of it, be translated into any type of conflict. If your character is a fighter, and you make it obvious, he should be able to transfer every essence of your character into the fight. His/her style, his/her equipment, his/her history as a warrior all should contribute to helping (and hindering) your character to a lawful balance. Diplomats talk, Artists create, Warriors fight.
-
I've been in very few fights where magic was used, healing was taken into account, and ranged weapons like guns and bows were used. I'd like people with experience to this to give some ideas that you'd think would work well.
The purpose of this thread is to brainstorm and think up a better working IC-fighting system that is fair, easy to use, and most importantly, realistic. I want to be able to put several ideas on the table, share, and figure out what works good for everybody. I wont be able to do this all in one night, so I'll be throwing out new ideas and editing. Please, feel free to add your own ideas. A lot of these ideas could just be implemented by being a good role-player, being aware, and thinking deep about the situation. I want this thread to help with two of those three. Recent Changes: Added 'Yellow' section
-----------------------------------------------------------------------------
Old Health: Health is usually a small number like 3-5 or something like that, in the case of a Fight there would be several rolls, one for offense, another for defense.
Idea for Health: Health is always at a base number, I propose 3, and depending on your characters skill, class, and other modifiers could increase several points. A Warrior would usually have a larger modifier, then a Rogue, then a Mage - for instance (This get's balanced, as you'll see)
-
Old Offense: All characters would use a offensive ability like 'Harry throws punch', there would be a /roll, and then the defender would roll (For another section) The complexity of the offense had very little to do with the roll and it only affected how the Defender would be hit/defend
Idea for (Melee)Offense: If a character wants to throw a hit, three things should be taken into consideration. The character's physical strength, agility, and the character's equipment. A Strong character (A Warrior, an Orc, Tauren in many cases) should be able to deal more than 1 point when hitting. A fast or agile character (A Rogue, a well-trained melee class, a gnome or Night elf) should have bonuses to his roll, instead of the standard /roll 1 - 100 it could be tuned to 10-100, 20-90 and even more precise numbers. There is also one last thing to take into account, the equipment could help or hinder the offending player. Heavy plate and heavy weapons should confer a penalty, but a heavier weapon should have the chance to deal more damage. Lighter weapons and armor should give bonuses to making the 'hit' but smaller weapons would hurt less.
Weapons- Weapon types should be considered. A sharp blade(Axes included) could stab, slash and sunder flesh easy, causing bleeding or rending organs. As a result, Blades should deal the *most* damage in the event of a clean hit. Blunt weapons like maces and hammers should be able to ignore a certain factor in armor, essentially *shocking* through. Now, this wouldn't necessarily make a man bleed to death, but it can cause blunt trauma and knock someone out (Ending fights faster) or breaking bones (Disabling the enemy). Players using blunt weapons should request an opportunity to roll for a K.O. in certain instances. To simplify: Blades would fatally injure, while Blunt weapons would ignore armor much easier. Damage should be kept balanced however.
Idea for system- Two rolls. One for Accuracy, it should be a 0-10 . A 10 would constitute a 'critical' hit where damage is no longer barred by the 'Resist' roll (Explained later - and relates to the 'Knife in the Plate'), whilst a 0 would give the defender a definite deflection or parry. The second roll would be for Damage, a 1-5 would work fine. The actual number rolled from here would translate into the damage done.
-
Old Defense: The defending player would /roll for his safety. If his roll was higher, he is safe for another turn and he gives a roll for offense. If not, he takes a blow.
Idea for Defense: There will still be a roll, but again, Character physical strength, dexterity, and equipment should affect bonuses and penalties, and whether or not certain hits will work. A physically powerful character should be able to ward off weak hits and be able to parry or reflect hits. I was thinking if the /roll of the defender was high enough above the offender he/she would pull off a parry and hurt the offender. When agility and speed is concerned, a fast character should be able to dodge, avoid, and block quickly against a hit and should get a bonus to his defense roll. As for equipment, shields and heavy armor should reduce damage taken in the event that it does happen. Plate armor should be able to fend off knives and slender blades off, while a mace or axe could crush through. Thinner armor like cloth and leather should be less effective against blocking off knives and shivs, but blunt weapons shouldn't get much of an extra bonus for weakly armored players.
Armor: A majority of players have some sort of In-Character armor or clothing. Now armor would be used to deflect a major amount of *damage* not negate being hit entirely. Armor's purpose in this system would be to reduce damage (Sometimes* negating it)
Idea for system: Again, two rolls. One for Evasion, This would rack up next to the Accuracy roll, higher number wins. Evasion would be affected by the type of a character defending with appropriate modifiers.(Weight of armor/weapon, Speed of character) If Evasion fails, the next roll is how much damage is Resisted. The Resisting roll would counter off damage rolls, and depending on the defenders armor or the situation, would subtract points of damage, even with a chance of resisting ALL. The hit would be a hit, it just wouldn't hurt. These would be called Resist Criticals, and would generally just be a counter.
-
Simplified system: 2 Rolls for Offense, small numbers are used. 2 Rolls for Defense, small numbers are used. Accuracy vs. Evasion, Damage vs. Resist. Resist can overshadow Accuracy. Accuracy can overshadow Resist. In the event Accuracy and Resist both get criticals, both sides can vote on both taking damage, or both defending (In which case, the offense get's a free roll.)
Now, this system seems extremely complex, and in an effort to simplify it, Here is how it works in a nutshell. Two rolls for offense and defense, if Offense's roll wins, they roll again for damage. If Defense's roll wins, they do not have to roll again. Smaller numbers are used, 1-10 and 1-5. This is a bare system. It is up to the player to recognize whether they deserve a bonus or penalty. As Qaza mentioned about her preferences, with the Bare system it would be a little less random, and when role-playing with someone you trust to be realistic, It gets far more in depth.
Now, I'm not done, by any means, and I'm still trying to brainstorm up with everyone. Please, feel free to share! (Thanks to those who already have!)
-
If this all looks like a foreign language, the purpose of all of this is for newer players (and veterans too) is to elaborate on warrior-characters. (Not the Warrior class, I mean soldiers, mercenaries, assassins, etc.) It is to easily explain a system where if you ever find yourself going up against a real fighter (who would have OOC equipment and an IC description) , you automatically can see a simple formula: Fighters beat non-fighters in fights. Your character's In-character skill should, in every sense of it, be translated into any type of conflict. If your character is a fighter, and you make it obvious, he should be able to transfer every essence of your character into the fight. His/her style, his/her equipment, his/her history as a warrior all should contribute to helping (and hindering) your character to a lawful balance. Diplomats talk, Artists create, Warriors fight.
-
I've been in very few fights where magic was used, healing was taken into account, and ranged weapons like guns and bows were used. I'd like people with experience to this to give some ideas that you'd think would work well.
One man
Two guns
Three friends
Four foes
XI Touch
Two guns
Three friends
Four foes
XI Touch