RangerWickett said:Okay, some folks are taking the simplistic approach, which is fine, but I feel that lacks drama. I know that a simplification of chess (which is already a game) won't be as complicated as a simplification of combat, but I want the mechanics for chess and similar non-combat competitions to allow for a little give and take.
OK, so make it work like combat. You start off with X game hit points (pick a value of X, which will depend on how long you want this to take).
Probably no initiative, since going first is a negligable advantage.
A round is of indeterminate length, and represents an exchange of several turns apiece.
You attack with your applicable chess skill. Defense = 10 + Wisdom bonus.
If you hit, you deal Y damage, which is some fraction of X. Say X is 64 hit points, make Y 1d6 or 1d8. Add Int bonus to this damage (intelligent opponents see better openings?), but subtract your opponent's Wisdom bonus from it like DR (you perceive what he's trying to do).
In games which are more social than purely skill (poker instead of chess?) mix charisma in with int and wis for these checks.
You can shift skill to damage and defense, in the manner of power attack and combat expertise.
Or, instead of attack and defense, just roll opposed skill checks, whoever wins damages his opponent.
This is pretty much the equivalent of success counting, though, so maybe not worth the effort.


