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Children of Caine

The war still wages and this city just came under sabot control. Are you here to manipulate your way into a position of power, or just help keep it in our grasp, are you trying to make a name for yourself, or running away from something else.
 
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 Combat and Challenge Rules (beta)

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Isamary White
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Isamary White


Posts : 60
Join date : 2008-10-01

Combat and Challenge Rules (beta) Empty
PostSubject: Combat and Challenge Rules (beta)   Combat and Challenge Rules (beta) Icon_minitimeTue Oct 07, 2008 6:32 pm

Because this game's system is normally dice rolls or paper rock scissors to make it more forum friendly this is going to be a prototype combat system for using abilities and having combat.

Like a Star @ heaven Traits
The system in simple terms: Higher traits means more chance of winning.
You base success chance will start at 50/50 and then for every trait more you'll get 5% more for each trait more than your opponent.

  • Example 1- 14 physical trait challenger versus 12 physical trait challenged. The challenger has a 60% chance of winning.
  • Example 2- 10 physical trait challenger versus 13 physical trait challenged. The challenger has a 35% chance of winning.
  • Example 3- 12 physical trait challenger versus 12 physical trait challenged. The challenger has a 50% chance of winning.


Like a Star @ heaven Abilities
Normally abilities in table top rules allows you to add one di for every dot and in live action rules every dot is a potential retest. Again we are revamping these rules so now you will receive a percentage bonus for every dot. For combat and the ability to do something that would normal require a simple test.

  • Combat Abilities- Archery, Brawl, Melee, Firearms, Athletics, Dodge and Survival. Archery, Brawl, Melee, and Firearms would be aggressive abilities and go against the defensive Atheletics, Dodge, and Survival abilities.
  • Simple Test Abilities- Acting, Awareness, Animal Ken, Bureaucracy, Commerce, Computers, Crafts, Demolitions, Disguise, Drive, Enigmas, Expression, Finance, Fire Dancing, Fortune-Telling, History, Intimidating, Investigation, Law, Leadership, Medicine, Occult, Panhandling, Performance, Politics, Repair, Rituals, Science, Scrounge, Streetwise, Subterfuge, Survival, Torture
  • Discipline Abilities- Animal Ken, Empathy, Intimidation, Investigation, Leadership, Occult, Flesh Craft, Shadow Craft
  • Need to have to do Abilities - Melee, Crafts, Lore.

NOTE: These are not all inclusive lists as this is just off the top of my head right now. Some abilities I.E. Drive you can do without a dot in it but you are at a disadvantage.

Mechanics of Abilities
Similar to trait mechanics except smaller percentages, these will be your bonus to your base trait advantage/disadvantage. This system will compare complementary abilities when contesting against another characters abilities. Each dot more adding 2% chance
  • Combat- depending on what actions are declared. Brawl, Melee, or Firearms vs Dodge/Brawl, Melee, or Firearms vs Survival/Brawl, Melee, or Firearms vs Athletics.
    • Example 1- 3 dots of Brawl challenger vs 0 Dodge challenged. 6% bonus added to base attack of challenger.
    • Example 2- 2 dots of Firearms challenger vs 4 dots Survival. -4% bonus to base attack of challenger.
    • Example 3- 5 dots of Melee challenger vs 5 dots of Athletics. 0% bonus added to base attack of challenger.


  • Simple Test- These will be for non combat oriented challenges, the list is too long to begin to explain all the different combinations. Static difficulties will vary depending on how hard the task trying to accomplish.
    • Example 1- Disabling a basic security system. Static Difficulty 50%. 5 dots security for challenger = 10% bonus. Mental trait difficulty 6 versus challenger 12 mental traits = 30% bonus. End percentage 90% chance of success.
    • Example 2- Disabling a moderate security system. Static Difficulty 60%. 4 dots of security for challenger = 8% bonus. Mental trait difficulty 7 versus challenger 11 mental traits = 20% bonus. End percentage 68% chance of success.
    • Example 3- Disabling a high security system. Static Difficulty 70%. 2 dots of security for challenger = 4% bonus. Mental trait difficulty 8 versus challenger 10 mental traits = 10% bonus. End percentage 44% chance of success.

Note: For some challenges combat and simple test if you do not have the ability or for some situations do not meet the mental difficulty you simple FAIL.

Automatic Abilities: Some abilities simply grant the ability to do it.
  • Example 1 - Linguistics. There is no challenge for knowing a language predetermined at character creation or when acquiring the dot of linguistics.
  • Example 2 - Politics when attempting to learn of someones status simply 'blowing' one dot of your politics for the night (meaning if you had 4 for the rest of that night you'll be considered at 3) you can learn all of their status positive and negative within the sect.
  • Example 3- You know the rituals selected when acquiring the dots but only need to do a challenge for how well you did them. Can opt to not challenge and if so get the base bonus if any, i.e. fire dancing can grant 1 dot of courage to all who successfully jump through the fire with or without dots of fire dancing ability but if you do challenge it and win can grant 2 dots of courage to all successful jumpers.


Negatives: Portraying negative physical, social and mental traits is a given since it sculpts your character's personality and physical features more. Because they are negatives and not just meant to give you 5 freebie points there is a downside to them. Normally in table top there are no negatives and in live action if someone can correctly guess a negative trait the person whose negative trait was called would have to bid additional traits for each negative called. Shifting this rule to the mechanics I've come up with for forum RP you'll get negative points off your traits for each trait called. Also If you are say the negative social trait Gullible x 3 and someone declares you are Gullible even though it was not declared times 3 all 3 traits will be counted for. If miscalled then the one to miscall looses 5% for each failed guess.

  • Example 1- 12 social trait challenger versus 12 social trait challenged. Challenger calls correctly that the challenged is Oblivious. It turns out to be true the challenged is Oblivious x 2. This now becomes 12 social trait challenger vs 10 social trait challenged, making it 60% base challenge in challengers favor.

  • Example 2- 13 mental trait challenger versus 12 mental trait challenged.Challenger calls the challenged Violent incorrectly. The challenger under normal circumstances would have 10% bonus now only has 5% bonus making it 55% base challenge in challengers favor.

  • Example 3- 13 physical trait challenger versus 11 physical trait challenged. Challenger correctly called Clumsy and the Challenged correct called Frail. The challenger is Frail x 4 and the challenged is only 1 dot Clumsy. The normal advantage would have been 10% in the challengers favor but because negatives were called the challenger is now the equivalent of 9 physical traits vs the now 10 physical traits of the challenged making it 5% bonus in favor of the challenged. The end result will be 45% chance of the challenger winning, favor for the challenged.

Botches- Yes even in this there is the chance to botch. If the challenger rolls 100 it is a botch and if in combat receives 1 lethal damage, and looses 10% base .
  • Example- 90% chance of success challengers favor. Rolled a botch -10% now for the rest of that scene any challenges of that same type against the same challenged is at most 80%


Contested Challenges
In combat the person with the highest celerity and/or most physicals goes first. If tied the two challenges happen at the same time. The first to fall or flee is the looser. If challenge happens at the same time one will be declared the challenger and the other the challenged at the same time. For every success the challenger deals damage and every failure the challenged deals damage.
Mock Combat
Challenger Challenger
12 physicals 11 physicals
4 brawl 3 brawl
2 dodge 3 dodge

Round 1
Challenger is Deadly enough to hit Challenged. Challenged is Lithe enough to step out of the way.
base attack: 50%
trait difference: +5%
ability bonus brawl vs dodge: +2%
Challenger's chance of winning: 57%
Roll: 76 Challenger FAIL.

Challenger is Wiry enough to hit Challenged. Challenged is swift enough to move out of the way.
base attack: 50%
trait difference: -5%
ability bonus brawl vs dodge: +2%
Challenger's chance of winning: 47%
Roll: 38 [color=cyan]Challenger
SUCCEED. +1 damage to Challenged

Round 2
Challenger is Vicious enough to hit Challenged. Challenged is Nimble enough to get out of the way.
base attack: 50%
trait difference: +5%
ability bonus brawl vs dodge: +2%
Challenger's chance of winning: 57%
Roll: 49 Challenger SUCCEED. +1 damage to Challenged

Challenger is Fierce enough to punch Challenged. Challenged is Quick enough to dodge.
base attack: 50%
trait difference: -5%
ability bonus brawl vs dodge: +2%
Challenger's chance of winning: 47%
Roll: 4 Challenger SUCCEED. +1 damage to Challenged

Like a Star @ heaven summarized from here Like a Star @ heaven

Round 3
Challenger vs Challenged:Chance: 57%
[color=orange]Challenger
vs Challenged: Roll 50. SUCCESS +1 damage to Challenged

Challenger damage: 2
Challenger damage: 2

Challenger vs Challenged: Chance: 47%
[color=cyan]Challenger
vs Challenged: Roll 20. SUCCESS +1 damage to Challenged

Challenger damage: 3
Challenger damage: 2

Round 4
Challenger vs Challenged:Chance: 57%
[color=orange]Challenger
vs Challenged: Roll 50. SUCCESS +1 damage to Challenged

Challenger damage: 3
Challenger damage: 3

Challenger vs Challenged: Chance: 47%
[color=cyan]Challenger
vs Challenged: Roll 20. SUCCESS +1 damage to Challenged

Challenger damage: 4
Challenger damage: 3

Round 5
Challenger vs Challenged:Chance: 57%
[color=orange]Challenger
vs Challenged: Roll 99. FAIL

Challenger damage: 4
Challenger damage: 3

Challenger vs Challenged: Chance: 47%
[color=cyan]Challenger
vs Challenged: Roll 17. SUCCESS +1 damage to Challenged

Challenger damage: 5
Challenger damage: 3

Round 6

Challenger vs Challenged:Chance: 57%
[color=orange]Challenger
vs Challenged: Roll 18. SUCCESS +1 damage to Challenged

Challenger damage: 5
Challenger damage: 4

Challenger vs Challenged: Chance: 47%
[color=cyan]Challenger
vs Challenged: Roll 32. SUCCESS +1 damage to Challenged

Challenger damage: 6
Challenger damage: 4

Round 7

Challenger vs Challenged:Chance: 57%
[color=orange]Challenger
vs Challenged: Roll 90. FAIL


Challenger damage: 6
Challenger damage: 4

Challenger vs Challenged: Chance: 47%
[color=cyan]Challenger
vs Challenged: Roll 98. FAIL

Challenger damage: 6
Challenger damage: 4

Round 8

Challenger vs Challenged:Chance: 57%
[color=orange]Challenger
vs Challenged: Roll 100. BOTCH +1 damage -10% for rest of combat

Challenger damage: 7
Challenger damage: 4


Challenger vs Challenged: Chance: 47%
[color=cyan]Challenger
vs Challenged: Roll 9. +1 damage.

Challenger damage: 8
Challenger damage: 4

WINNER: Challenger
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