So, I devised a mechanism for combat in a tabletop RPG, and I'm looking for feedback.
Basically, my fiancée has always had in interest in roleplaying, (Not that kind of roleplaying!) but is quite severely dyslexic, and has a lot of trouble keeping track of all the different stats and dice, so I started devising a system for it that would hopefully use less numbers and dice, so that she could give a game a try without feeling alienated by all the number games.
Obviously, this is quite a complex example because I wanted to include every possible facet of the hitting and damage system so far.
For now, that is the entirety of my system, I have further ideas I could implement, but I don't want to waste my time if people don't think it has potential.
So, please, criticise away! You know you want to, let your cynic out! (Although please do bear in mind that this was written on the back of a reciept at work while doing other things. All I've done is neatened it up.)
Basically, my fiancée has always had in interest in roleplaying, (Not that kind of roleplaying!) but is quite severely dyslexic, and has a lot of trouble keeping track of all the different stats and dice, so I started devising a system for it that would hopefully use less numbers and dice, so that she could give a game a try without feeling alienated by all the number games.
Opposed D20 decide the outcome of all challenges. Skill, items and logic give positive and negative modifiers to the dice roll, hereafter referred to as "Advantage" or
"Adv".
For example, a bold Knight is fighting a fierce ogre in a dark cave. As combat is in a dark cave, all characters without low light vision would normally recieve a negative advantage to any rolls requiring vision, for example, attacking or searching. Luckily for our knight, he has a sword enchated with flames that lights the darkness, removing this modifier for all within a certain range and applying a negative modifier to any characters adapted to low-light within a certain range for a certain number of turns until their eyes can adjust.
"Adv".
For example, a bold Knight is fighting a fierce ogre in a dark cave. As combat is in a dark cave, all characters without low light vision would normally recieve a negative advantage to any rolls requiring vision, for example, attacking or searching. Luckily for our knight, he has a sword enchated with flames that lights the darkness, removing this modifier for all within a certain range and applying a negative modifier to any characters adapted to low-light within a certain range for a certain number of turns until their eyes can adjust.
Advantage for attacking an enemy is seperated into two categories:
Adv[accuracy]
Adv[damage]
While advantage for resisting attacks is seperated into
Adv[evasion/deflection]
Adv[absorption]
Alongside these statistics are a characters resistances.
Now, back to our Ogre friend. His big flabby body makes him naturally resistant to blunt attacks, such as a mace, giving him "blunt Adv[absorption]/2". Meaning that when Adv[damage] bonuses given by a blunt weapon are divided by 2. For example, if our dear knight was attacking with a Fine steel mace, granting a bonus of Adv[damage]+2, this would only apply a +1 to the knights roll for the purposes of damage due to the /2 from the Ogre's Adv[absorption] vs blunt. He is however, vulnerable
to fire, giving our knight friend an advantage with his Flaming Sword of Cliches. The Ogre's vulnerability to this weapon takes the form of "burn Adv[absorption]*1.5" multiplying any fire damage bonuses by 1.5, always rounding up.
A single roll determines both whether an attack hits, and how much damage it does.
Adv[accuracy]
Adv[damage]
While advantage for resisting attacks is seperated into
Adv[evasion/deflection]
Adv[absorption]
Alongside these statistics are a characters resistances.
Now, back to our Ogre friend. His big flabby body makes him naturally resistant to blunt attacks, such as a mace, giving him "blunt Adv[absorption]/2". Meaning that when Adv[damage] bonuses given by a blunt weapon are divided by 2. For example, if our dear knight was attacking with a Fine steel mace, granting a bonus of Adv[damage]+2, this would only apply a +1 to the knights roll for the purposes of damage due to the /2 from the Ogre's Adv[absorption] vs blunt. He is however, vulnerable
to fire, giving our knight friend an advantage with his Flaming Sword of Cliches. The Ogre's vulnerability to this weapon takes the form of "burn Adv[absorption]*1.5" multiplying any fire damage bonuses by 1.5, always rounding up.
A single roll determines both whether an attack hits, and how much damage it does.
Let's return to our previous example. Our knight is attacking the Ogre with his sword. The big slow Ogre has a natural Adv[evasion/deflection] of -4, and our knight, skilled swordsman that he is, has a bonus earned from training of Adv[accuracy] +4. The knight rolls his attack, scoring a feeble 7, which becomes 11, thanks to his Adv[accuracy] +4, meaning that there is still hope for our valiant knight! but alas! The usually slow ogre has an unusual burst of speed, rolling a 15, and all hope seems lost to our knight, until we remove 4 thanks to the ogre's adv[evasion/deflection] -4, making his roll also 11. To make things move more quickly, in the event of a tie, attacks are assumed to have hit, meaning, our knight lands his blow!
All that is left is to determine the damage, and to do so, we return to our original rolls, 7 and 15. Tough old brute that he is, our ogre has a natural Adv[absorption] of +4, making his roll a nigh unbeatable 19. Luckily for our knight, he spent a lot of his time grinding in the starting area and begging for loot, and has become a tough fellow himself, with an Adv[damage] of +6 from his strength and an Adv[damage] +5 from his flaming sword, bumping his pathetic 7 up to an 18, which although not bad, is not enough to beat the flabby ogre's 19. But wait, didn't you say that the ogre was weak to fire? Why yes I did me, thanks for paying attention! That's right, due to the ogre's vulnerability of burn Adv[absorption]*1.5, the knight in fact get's 1.5* any damage bonuses from flame attacks, namely his Sword of Cliches. In practical terms, this means the +5 from his sword becomes 8 (5*1.5=7.5 rounded up.) bumping his damage roll up from 18, to a very servicable 21! Now that we have our characters scores, we work out the damage. We do this by simply subtracting the absorption score from the damage score, like this: 21 - 19 = 2. The Ogre takes 2 damage! Not exactly a shining performance from our knight, but it will do. Let's assume for a moment however, that the knight wasn't so tough or didn't have a flaming sword, and his score was 0 or less after having the ogre's score subtracted from it. In this situation, any attack that has hit the target is assumed to always do at least 1 damage, so that things always keep moving and stay exciting.
Obviously, this is quite a complex example because I wanted to include every possible facet of the hitting and damage system so far.
For now, that is the entirety of my system, I have further ideas I could implement, but I don't want to waste my time if people don't think it has potential.
So, please, criticise away! You know you want to, let your cynic out! (Although please do bear in mind that this was written on the back of a reciept at work while doing other things. All I've done is neatened it up.)