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:
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.
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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