Koen![]() ![]() | Nov 13, 2015 3:11 PM Infinitas IC conflict resolution dice system |
This is a dice system intended for use during a dice-moderated contest (I.E, when characters are fighting and nobody can agree who wins) when no other system can be decided on, as a "default" option - or perhaps we've ended up making a system so good that they would prefer it as a first option! Please remember that this system is intended for use as a supplement to role playing, not a replacement. Use it as part of the scene - don't go "You miss, he hits". Be creative with what happens and use it to guide your posts. Do not get wrapped up in these rules. Use them as an aid, nothing more. Regardless, here's how it works: System It's a d6 based system, which means that one rolls a six sided die (usually through Quincunx, the local bot, by typing @roll 1d6) and uses the number they come up with, plus or minus any relevant modifiers, which are numbers added or subtracted from the total. For instance, if you had a modifier of +2, you would roll 1d6+2, granting a number between 3 and 8. Round The basic idea is that during an abstract unit of time called a "round", one roll is made for each character involved, plus or minus anything that would help or hinder them in their situation. A "round" could be anything from a few seconds of an intense gunfight or hours upon hours of tireless tracking and hiding in the forest to a few minutes for an arm wrestling match. What a "round" constitutes is arbitrary and generally is either agreed upon beforehand or merely flows naturally during the course of play as appropriate. Do not get wrapped up in the idea that one post = one round. You could easily roll once every three or four posts - whenever is dramatically convenient for a new round. This is generally considered a pacing issue - if you're in an intense gunfight in the middle of a street, each round will be short - if you're taking potshots from bunkers, each round is going to last a LONG time. You may want to FF past the boring part until something forces them out of their bunkers! Points Each character has a reserve of "points", once again agreed upon beforehand in OOC. Points represent a character's karma, experience in staying alive, ability to resist damage, deflect rounds or keep going through severe injury. An average person has two to three points. Larger, tougher, more experienced or better armored characters have a larger reserve of points. When a character runs out of points, they are usually incapacitated. Depending on the situation, this could mean being pinned in a wrestling match, being hit severely enough to make one fall over and not move in a gunfight, or being knocked out in a boxing match. When this happens, the character is generally at the mercy of others, however killing a character is not to be done without the consent of the killed character's player OR the approval (written or verbal) of at least two operators. Note that points do not equal health. In a gunfight between two average people, getting hit square on is a bad thing to happen. Losing a point does not mean you have been hit - it could mean anything from your luck running out, to you making a bad decision and nearly taking a round, to a round that merely grazes your shoulder. In a wrestling match, losing a point is probably being put in a bad position and having to struggle your way out of it. In a swordfight, losing a point could mean your defenses are getting battered or you're not controlling the battle, blocking instead of attacking. Be creative. The roll All characters involved have a d6 rolled for them in OOC. Modifiers are added or subtracted to each individually, and then results are compared. The character with the highest dice roll wins - everybody else loses one point. Modifiers to this die roll are based upon, once again, things agreed upon in OOC. A point bonus is given for anything that benefits the character over and above others in his current situation - for instance, if the fight is at range, if a character has a rifle and the other characters have pistols. (If two characters had rifles, both would be eligible for the +1 bonus.) Remember that if you're doing it right, the situation will change from round to round. The characters with pistols will definitely want to close with the guy with the rifle to neutralize his advantage, and if he can't keep them at bay, they will! Generally, a -2 to +2 bonus for equipment is common - a character may be disadvantaged by a rusty sword at -2, or perhaps he has a finely accurate sniper rifle and he's firing from the top of a mountain at people far away for +2. (Bear in mind it's all situational - if you were trying to use said sniper rifle versus the rusty sword within arm's reach, that sniper rifle suddenly isn't all that useful and might even be worth a -1, whereas the rusty sword's penalty would probably be raised to -1 or even 0, since the opponent has little to defend himself with even against a rusty blade, unless his sniper rifle proves to be rather sturdy.) A -4 to +4 bonus for relative skill is generally appropriate. Skill bonuses are applied based on the weapon you're using, not the weapon you're best at. If you're a good spearman, that doesn't mean you're automatically a good gunman. Here's an example table of appropriate skill levels. We will have examples for three different categories of combat for each - namely, unarmed combat, weapon combat and a gunfight. +4: Highly skilled and proficient with their chosen weapon. A black belt of several grades (sensei), a master swordsman, a Delta Force operator. +3: Experienced with their chosen weapon. A first or second degree black belt, a weathered swordsman, a veteran professional soldier. +2: Skilled. A moderate to highly skilled student, a knight, a professional soldier who has seen some combat. +1: Practiced. Early student (knows a number of attacks but unperfected), a professional spearman during the middle ages, a green soldier. 0: Average. A bouncer (or someone who's done a fair bit of backyard wrestling), a peasant given a spear and some basic training, an average militiaman. -1: Beginner. Knows how to punch and kick and a few techniques for hurting people, a peasant given a spear and some very basic training, a green militiaman. -2: Poor. Knows how to punch and kick, a peasant given a spear and a dummy to poke at in his off hours, a guy who's taken a few trips annually to the gun range. -3: Dreadful. Knows what a punch and kick is, a peasant given a spear and told to put the pointy end into the things that scream and bleed, a guy who's seen hollywood gunfights and MAYBE Band of Brothers. (Sights? What are sights?) -4: Awful. Knows theoretically what a punch and kick is, a peasant given a spear, a guy who thinks you're supposed to hold the gun sideways to make it more effective. Naturally, most people are going to fall somewhere in the middle. It's very rare to have a character with a +4 or -4. Finally, there are situational modifiers. These can be anything appropriate and generally relate, surprise surprise, to the situation at hand. Poor weather or darkness, heavy winds, poor footing, or surprise. These can be litterally anything appropriate, but the most common will be a -2 penalty for characters who are surprised (usually lasting only the first round), a -1 (dusk) or -2 (night) penalty for poor lighting for those who lack a flashlight, night vision or whatnot, or a -1 modifier for fear. So what now? Keep performing combat rounds until the combat is over! This could mean that the losing party widthdraws from the scene and runs, or reaches 0 points and is incapacitated. Remember that even in a free for all, everyone who is not the winner of the round takes damage. This is to speed things up - there can be only one, after all. Of course, characters can be on the same side - if that's the case, then if they are the victor in a round, the allied parties take no damage. (This means, true to real life, if you have two guys vs one, it's going to be a lot harder for that one guy to win - he's got to beat both of them!) Stay tuned - I'll be posting some examples for clarity in this thread. If you find these rules to be too simple or too complex for your liking, please feel free to alter them and use them on your own. I release all copyrights as to this system, qualifying it as public domain. I would also be open to any suggestions as to how to make the wall of text above more palatable. Query or PM me. | |
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