Be'iqaronn
OOC Account
First let me apologize for this being a wordy mess.
Hello I was just curious about an entire idea and if anyone had any critiques or ways to improve this style of writing fighting:
Note: This is designed for long fights, like duels or big ones in skirmishes, junctions, etc.
So how I have decided to write fighting, I've decided to do this (I will give full examples at the end):
OTHERMOTH
's post on this which made me curious.
Hello I was just curious about an entire idea and if anyone had any critiques or ways to improve this style of writing fighting:
Note: This is designed for long fights, like duels or big ones in skirmishes, junctions, etc.
So how I have decided to write fighting, I've decided to do this (I will give full examples at the end):
- Use an random number generator
- For Defensive actions I use one 1-20, less or equal to than 10 hitting and higher than 10 missing
- For Damage taken I use 1-10
- I use buffs and weaknesses accordingly
- I buff/weaken attacks based on strengths/weaknesses of opponent and myself with number values
- I sometimes just null values and take no damage if it's like the first move
- I sometimes take damage regardless if I've escaped it too long: ~1 post of no damage, Ill take damage guaranteed on the second (so nobody thinks I'm just in god mode)
- Surprise attacks get buffed by +3 to chances of hitting
- Though for example for Tod (one of my characters), it would go down to +1 because he has a strength as a trickster himself
- I use a health of 20 each fight
- There are execution/heavy blows that can end it, but I may just dodge/partially dodge these if I don't want to die yet
- If I get punched in the foot and I have 1 hp left in my pool, it basically will be a -1 to all dodging (after all traits factored) instead of damage as it makes no sense to just go down from that
- Mech suits can up to double add/take away from onto defenses
- Have their own health pool of 10 (Halved so I can fight you like a man)
- I do bleed damage
- Bleed/Poison/etc. will do up to +2 tics of damage per turn not dealt with
- Fire damage:
- Up to 6 tics of damage per turn based on how armor is (Extreme defense - 0 damage ; None - +7 ; Average - +3)
- Weapon damage (These vary based on strengths or weaknesses of character and weapon)
- Basically +0 for fists and shrapnel, +1 for blasters/guns and basic melee weapons, +2 for lightsabers or anything similar, +3 for explosives/explosive rounds
- I'll take into account if the weapon has damage output at different values above average with a -4 (none) to +3 (extreme) of damage taken
- Sometimes I do 'special events' where I get broken ribs or concussions based on the damage taken and where, but these are random
- Similar for flying
- Someone throws a punch:
- I roll a 6/20
- If I dodge (due to having agility as a strength) I use a +5 BUT if someone with higher agility like a Jedi (that doesn't state they have lowered agility) this drops to a +3, same agility doesn't affect it
- If I fight back with a punch I get an automatic -5 to dodging, -3 if I have greater agility, though this goes more into play if someone like Tod throws a punch
- Final Roll calculation:
- Normal opponent: 6+5 = 11 (Successful Dodge)
- Opponent with Higher Agility: 6+3 = 9 (Unsuccessful Dodge)
- Lets say they hit, then I would score damage (Lets say I roll a 3/10)
- In this case it depends where they aim
- Places strong to that damage: up to -3 to damage (1 for each defense level in technology)
- Armpits, back of knees, anywhere minimally guarded: 0
- Places weak to that specific damage: up to +3 (1 for each defense level in technology)
- If this were in the chestplate (Extreme rating): 3-3 = 0 (No damage)
- Place that's weak (place with an effective none rating): 3+3 = 6 ; 6 (+/- 2 based on if the place is important, ie: Leg -2 ; head +2) = 6 (6 tics of damage taken from pool of 20)
- In this case it depends where they aim
- I roll a 6/20
- This can also go the reverse direction (Lets say I'm playing as Tod (me) and fighting Zod (Tod's evil twin with same traits) again):
- Zod shoots at me
- Zod has a Cowboy strength, so that would be +5 to revolvers and +3 to rifles (read description of strength for why) and a +0 to any other weapons
- I roll an 10/20
- Shot with revolver: 10+5 (adding agility) = 15 ; 15-5 = 10 (Hit)
- Shot with Rifle: 10+5 (adding agility) = 15 ; 15-3 = 12 (Dodge)
- Shot with anything else: 10+5 (adding agility) = 15 ; 15-0 = 15 (Dodge)
- Damage would be a combination of weapon damage and resistance strength of armor
- Zod shoots at me
