nnms
First Post
Summary:
Roll 3d6
Add the highest two together = your attack roll
Add the lowest two together = your damage roll
Add modifiers to the first for skill & situation
Add modifiers to the 2nd for weapon & strength
If 2 dice are 6s, that's a critical.
Critical does double damage after all modifiers (yes, that's a minimum of 14 damage with no modifiers)
Normal person probably has around 10 HP.
Some sort of defense value based on skill, agility, etc.,.
Armour and superhuman toughness would reduce damage
Design goals:
Minimize number of times dice are rolled
Incorporate a bell curve
Allow for critical hits that are truly dangerous
Deadly if you aren't either highly skilled or heavily armoured.
Example of use:
Jorgi found himself walking home after his first duty shift on his first assignment after being conscripted into the King's Levy. He trained with the spear and got used to marching around wearing leather armour and carrying a shield. As we was nearing his home, a rebel peasant accosts him, shouting "All servants of the tyrant must die!"
Jorgi wins initiative (however that works) and raises his shield and readies his spear. The peasant charges, triggering Jorgi's readied spear attack (so maybe the system will have readied actions). Jorgi has a skill of 1 and his spear has a damage modifier of +2. The rebel has never been trained and has a defense of 8. Jorgi rolls: 1, 5, 3. So the 5 and the 3 make 8, +1 = 9, which is a hit. 1 and 3 combine to make 4, plus 2 for it being a spear, for a total of 6 of 10 hit points that the rebel has. But the rebel is wearing a leather jerkin and takes a point less of damage.
The peasant extricates himself from the spear and assuming he passes some sort of check for either passing out or losing heart for the injury (maybe I'll have something like that), he does his best to side step the spear and swing his table leg into Jorgi's head. He's not skilled at all and has no bonus to hit, but his is strong (+2) and his club is worth a further +1.
Jorgi is unskilled with the shield and can only really hold it between him and the peasant and hope for the best, so he gets +1 to his defense for the shield. And while he spent a bit of time drilling in moving up and stabbing target dummies, he didn't really drill any sort of parrying or getting out of the way. His defense, with the shield, is 9.
The roll: 3, 6, 2. So that's 9, which hits, and damage is 5, plus 3 for 8 total. But Jorgi is wearing boiled leather armour and has a good helmet, for 2 points of armour. He takes 6 damage. Assuming he stays in the fight, he's now fighting for his life!
Perhaps there is another initiative roll, but either way Jorgi goes next. He attacks and gets a 6, 2, 6. So that's a critical hit with 2 sixes! 2 + 6 = 8 damage, + 2 for the spear is 10, doubled is 20! The rebel collapses and dies as the spear pierces his heart for 19 damage (putting the rebel at -14, whatever that means exactly, it's probably dead).
I intentionally didn't put the die rolls in any particular order to give you a sense for the tiny bit of work it is to mentally have to put the dice in order from highest to lowest, which is potentially the biggest weakness of the system.
Other options
1) Simultaneous combat. If you roll dice against someone and they aren't distracted or otherwise unable to fight back, they roll against you. Apply highest attack result first and only apply the second if the character making it is still standing.
2) One fighting stat. If there isn't a separate attack and defense, simultaneous combat can simply be highest wins.
3) Crits are 2 sixes out of 3 like above, but you don't double damage, you just add all three dice as your damage roll. So the lowest a crit will do is 13 damage + weapon + strength, always felling the average person as long as you're wielding a lethal weapon of some sort.
Roll 3d6
Add the highest two together = your attack roll
Add the lowest two together = your damage roll
Add modifiers to the first for skill & situation
Add modifiers to the 2nd for weapon & strength
If 2 dice are 6s, that's a critical.
Critical does double damage after all modifiers (yes, that's a minimum of 14 damage with no modifiers)
Normal person probably has around 10 HP.
Some sort of defense value based on skill, agility, etc.,.
Armour and superhuman toughness would reduce damage
Design goals:
Minimize number of times dice are rolled
Incorporate a bell curve
Allow for critical hits that are truly dangerous
Deadly if you aren't either highly skilled or heavily armoured.
Example of use:
Jorgi found himself walking home after his first duty shift on his first assignment after being conscripted into the King's Levy. He trained with the spear and got used to marching around wearing leather armour and carrying a shield. As we was nearing his home, a rebel peasant accosts him, shouting "All servants of the tyrant must die!"
Jorgi wins initiative (however that works) and raises his shield and readies his spear. The peasant charges, triggering Jorgi's readied spear attack (so maybe the system will have readied actions). Jorgi has a skill of 1 and his spear has a damage modifier of +2. The rebel has never been trained and has a defense of 8. Jorgi rolls: 1, 5, 3. So the 5 and the 3 make 8, +1 = 9, which is a hit. 1 and 3 combine to make 4, plus 2 for it being a spear, for a total of 6 of 10 hit points that the rebel has. But the rebel is wearing a leather jerkin and takes a point less of damage.
The peasant extricates himself from the spear and assuming he passes some sort of check for either passing out or losing heart for the injury (maybe I'll have something like that), he does his best to side step the spear and swing his table leg into Jorgi's head. He's not skilled at all and has no bonus to hit, but his is strong (+2) and his club is worth a further +1.
Jorgi is unskilled with the shield and can only really hold it between him and the peasant and hope for the best, so he gets +1 to his defense for the shield. And while he spent a bit of time drilling in moving up and stabbing target dummies, he didn't really drill any sort of parrying or getting out of the way. His defense, with the shield, is 9.
The roll: 3, 6, 2. So that's 9, which hits, and damage is 5, plus 3 for 8 total. But Jorgi is wearing boiled leather armour and has a good helmet, for 2 points of armour. He takes 6 damage. Assuming he stays in the fight, he's now fighting for his life!
Perhaps there is another initiative roll, but either way Jorgi goes next. He attacks and gets a 6, 2, 6. So that's a critical hit with 2 sixes! 2 + 6 = 8 damage, + 2 for the spear is 10, doubled is 20! The rebel collapses and dies as the spear pierces his heart for 19 damage (putting the rebel at -14, whatever that means exactly, it's probably dead).
I intentionally didn't put the die rolls in any particular order to give you a sense for the tiny bit of work it is to mentally have to put the dice in order from highest to lowest, which is potentially the biggest weakness of the system.
Other options
1) Simultaneous combat. If you roll dice against someone and they aren't distracted or otherwise unable to fight back, they roll against you. Apply highest attack result first and only apply the second if the character making it is still standing.
2) One fighting stat. If there isn't a separate attack and defense, simultaneous combat can simply be highest wins.
3) Crits are 2 sixes out of 3 like above, but you don't double damage, you just add all three dice as your damage roll. So the lowest a crit will do is 13 damage + weapon + strength, always felling the average person as long as you're wielding a lethal weapon of some sort.
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