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    Stances for fighting games

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    lordrahvin
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    Stances for fighting games

    Post  lordrahvin on Fri Oct 16, 2009 4:56 pm

    The recent talk on Fightin' RPGs has reminded me of an old idea I had for an "impact" system of fighting. It was designed for one-on-one fighting, but I suppose it could adapted for a grand free-for-all if one had the inclination.

    The basic structure of the system involves each player making a quick decision with very little information available, and then a bunch of dice being rolled, and the results interpreted. This constitutes a "round", with a single fight taking between one to twenty rounds.

    Let's say you have a series of maneuvers that your fighter knows, such as Punch and Kick. For this example, let's say that each of these maneuvers has the same damage rating, listed as "10 + 1d10". Each maneuver also has a corresponding Stance Value. Let's say Punch is stance 5, and kick is stance 2.

    Stance values reflect where a maneuver strikes on the body of his opponent. Low numbers represent low attacks and higher numbers represent high attacks, such as blows to the head. Middle-range numbers of 4 to 7 represent blows to the chest, abdomen area, and shoulders. Mid range numbers are going to hit more often and do a moderate amount of damage, but extreme high and low results may have spectacular effects if your opponent is caught off guard (which is to say, if you are very, very lucky).

    Once the players have announced their maneuvers, the gamemaster rolls a single die called the "impact die" and the players each roll their damage, which is usually one die plus a value.

    When rolling your damage, if the damage die roll is at least 2 levels higher than your opponent's damage die roll, you have achieved the Advantage for this round. The Advantage level is equal to half the difference between the two die rolls. The player with the Advantage has two options available. He may lower or raise the impact die by the advantage level or, if he chooses not to adjust the impact die, he may instead reduce this amount of damage inflicted by his opponent.

    If the stance value of a player's chosen maneuver is equal to the impact die, then he has achieved Maximum Impact and receives a bonus listed below:

    Stance
    Impact Bonus
    1
    +6
    2
    +4
    3
    +2
    4-7
    +1
    8
    +2
    9
    +4
    10
    +6

    If you do not roll equal to the impact value, then you not only do not receive the impact bonus, you also receive an impact penalty. For each 'step' away from the impact value your stance is, you receive a -1 penalty. (That is to say, the penalty is equal to the absolute value of your maneuver stance minus the impact die result.)
    .
    Damage is inflicted against both players simultaneously each round.

    Note: These numbers can also be multiplied by 10 or 100 or a million to get some ludicrously large damage and hitpoint numbers which, I'm told, is traditional in these sorts of games.


    Last edited by lordrahvin on Fri Oct 16, 2009 5:32 pm; edited 1 time in total
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    Re: Stances for fighting games

    Post  lordrahvin on Fri Oct 16, 2009 5:03 pm

    So, running through a quick example here, let's say we have two
    fighters. One choose to Punch (Stance 5, Damage 10+1d10) and one
    choosed to Kick (Stance 3, Damage 10+10). Both fighters have about 20
    vitality or so to sustain damage, but we won't worry about that right
    now. We're only concerned with maximizing the damage inflicted on this
    single round.



    First, both players roll a die (starting with the punch, then we'll roll the kick), then the action die is rolled


    Last edited by lordrahvin on Fri Oct 16, 2009 5:44 pm; edited 1 time in total
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    Re: Stances for fighting games

    Post  Silverwolfmoon on Fri Oct 16, 2009 5:03 pm

    The member 'lordrahvin' has done the following action : Roll Dice

    #1 'd10' : 3, 2

    --------------------------------

    #2 'd10' : 9
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    Re: Stances for fighting games

    Post  lordrahvin on Fri Oct 16, 2009 5:17 pm

    Okay, wow. Both players were way off. A result like this probably indicates the fighters were moving away from eachother during the round, preparing for their next attack.

    The punch scores better than the kick with its result of "3" (over "2"), however the results were so close that neither really has the advantage for purposes of determining stance shift or damage reduction. (You need a die result at least 2 levels higher since advantage is calculated by halving the difference and rounding down.)

    So, now let's look at impact. Player A had a stance of 5 which is closer to the impact die, so he'll be doing more damage. His stance of 5 minus the impact value of 9 indicates a -4 penalty to his damage. He's already rolled a 3 for damage, plus the base value of 10, gives him a total result of 9 damage.

    Player B has a stance of 3 and the impact die was 9, so he'll be taking a -6 penalty. He's already rolled "2" for damage, plus his base of 10, gives him a total damage value of 6 pathetic damage points.

    I'm thinking that in addition to deducting hitpoints, damage could have wound results that could be something like this:
    Damage Inflicted
    Wound Results & Effects
    5 Damage of less
    Most fighters could probably shrug this off completely, and wouldn't suffer any damage at all.
    6-14 Damage
    This would be a light to moderate physical blow, but not enough to draw blood.
    15 Damage or more
    Bloody mess. The enemy fighter is wounded and inflicts -2 damage to all future attacks.
    These damage effects should probably change based on the nature of the fight and the genre of the game. A boxing match for example would knock down on a 15, with the accumulated damage determining whether or not he could get back up.


    Last edited by lordrahvin on Fri Oct 16, 2009 5:48 pm; edited 1 time in total
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    Re: Stances for fighting games

    Post  psychoticbarber on Fri Oct 16, 2009 5:24 pm

    I'm always a little wary of systems that rely on consulting tables or memorizing them, but this is relatively simple compared to some.

    I think the general sense behind the impact bonus roll over/impact penalty roll under is that the riskier your attack, the more damage you to, but the more likely you are to mess it up, am I right?


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