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<blockquote data-quote="steenan" data-source="post: 5914933" data-attributes="member: 23240"><p>Everybody starts combat with a number of tokens and get a number of tokens every round (these numbers may be dependent on characters' stats).</p><p></p><p>Each round, everybody declares an action and secretly bids a number of tokens. When two actions oppose, the one with more tokens succeeds and the other fails; equal number of tokens means that both succeed partially. Which actions oppose must be detailed in the rules, of course.</p><p>When one successfully attacks, the damage is based on the margin of success (eg. sword deals 5 damage + 2 for every token over the opposition).</p><p></p><p>This way, there are no dice and players have total control over their "luck", but there is still an element of uncertainty because of the hidden bids. </p><p></p><p>One may introduce some additional options to make the conflict more tactical.</p><p>Maybe you can declare a complex action, but it is treated as if it had less tokens bid (eg. if I want to detect the hidden enemy, charge him and attack, I need to use 3 tokens more than my opponent to be successful).</p><p>Or maybe you always use tokens in two different colors, to represent attack (trying to change the situation somehow, in general) and defense (interfering with opponent's actions).</p></blockquote><p></p>
[QUOTE="steenan, post: 5914933, member: 23240"] Everybody starts combat with a number of tokens and get a number of tokens every round (these numbers may be dependent on characters' stats). Each round, everybody declares an action and secretly bids a number of tokens. When two actions oppose, the one with more tokens succeeds and the other fails; equal number of tokens means that both succeed partially. Which actions oppose must be detailed in the rules, of course. When one successfully attacks, the damage is based on the margin of success (eg. sword deals 5 damage + 2 for every token over the opposition). This way, there are no dice and players have total control over their "luck", but there is still an element of uncertainty because of the hidden bids. One may introduce some additional options to make the conflict more tactical. Maybe you can declare a complex action, but it is treated as if it had less tokens bid (eg. if I want to detect the hidden enemy, charge him and attack, I need to use 3 tokens more than my opponent to be successful). Or maybe you always use tokens in two different colors, to represent attack (trying to change the situation somehow, in general) and defense (interfering with opponent's actions). [/QUOTE]
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