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RP Combat System [D10 Basis]: Descriptive 10 - Printable Version

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RP Combat System [D10 Basis]: Descriptive 10 - Hiro - 03-26-2014

I've been working on importing a System from MUD's and chat RP's I'm familiar with for my Guild on Balmung that I'm attempting to streamline and simplify further and would like to throw out what I have here for some feedback and if possible, assistance. Keep in mind that we're aware not everyone will use this system, it's just sort of feedback on how easy and effective it seems to be for you IF you would use it, perhaps in the event that you're participating in one of our Guilds Future activities. 


Original System: "Descriptive 10" IE: D10 for PVP/Combat

Basis: Utilizing opposing rolls players use the rolls to determine and guide their combat along. It's a system meant to streamline combat to avoid long drawn out battles between strangers.

Function: There are a total of two "phases" and three rolls required in all. The difference between the rolls dictates the basic response of the Defender to the Attacker.

Difference between numbers for Attacker-Defender:
[0-4] Parry/Block/Graze
[5-7] Clean Hit; This was a clean hit, the receiver definitely felt that one and should adjust their post accordingly.
[8-9+] Severe Blow; Not only was the hit clean, it was a near perfect strike. The Recipient is badly injured and will struggle to continue the fight.

Difference between numbers for Defender-Attacker:
[0-4] Parry/Block/Graze
[5-7] Counter; Defender managed to get in a clean hit alongside their actual attack. Attacker takes a Clean Hit alongside needing to respond to the normal attack interaction.
[8-9+] Perfect Read/Counter; The Defender read this or reacted perfectly, counter attacking and reversing the situation, landing a Severe Blow instead.

Locations and injuries are to be worked in by the Recipient. Some systems have given bonuses and penalties for circumstances, usually agreed upon by the parties involved of DM/GM discretion.

Attacking Roleplayer posts attack with clear direction and simple description of said action.

EX:
Alpha levels their spear and makes a sudden step in, thrusting the head straight towards Beta.
[Alpha rolls 1d10: 7] -Attack

"Defending" Roleplayer makes a "Defense" Roll, compares it then writes out a response accordingly. They also then write out their "Attack" and make their roll for it afterwards.

EX:
[Beta Rolls 1d10: 9] - Defense
Beta raises their shield in response, lowering their stance and deflecting the spear, returning the attack with a low slash from their sword.
[Beta Rolls 1d10: 4] - Attack

And the exchanges would go after either a predetermined amounts of Clean Hits, Severe Blows, or the circumstances the parties involved (players, DM's, etc).

EX: Event Rule: Terms of win/loss = First to Receive Three Clean Hits OR a Severe Blow.

The system is designed to be flexible and descriptive, also simple enough that both parties are able to manage their combat without outside interference. Obviously it doesn't have much description to cover multiple combatants on one target, however in those days they weren't... as popular as one on one, in fact... I don't recall a time when I witnessed a two on one fight. 

The original system had more to it's Attacker-Defender and Defender-Attacker interactions and I felt that at times it was... too managed so I tried streamlining it into three outcomes for both, removing messy things like disarming and disabilities, etc.

Until FFXIV gets a Dice system some sort of extra program will be necessary. That's usually something for the ones using the system to figure out/provide. There are a lot out there.


RE: RP Combat System [D10 Basis]: Descriptive 10 - Hiro - 03-26-2014

Follow up post RE: examples of add-ons.

Original incarnations of the systems roots allowed for Circumstance bonuses, or Combatant Bonuses. Things get messy when both are put together and bonuses and negatives go beyond -3.


Circumstance bonuses are things either the DM decides upon or all parties participating are in agreement on. They're used for flavor and with discretion.

Examples of Circumstance Bonuses:

[Surprise Attack] Designated Player has launched a surprise attack forcing their target to react on the spot causing them to be less prepared than normal. Designated Player gets a +1 Bonus for their first 3 Attack Rolls.

[Fortified] Designated Player is on extremely familiar or favorable terrain. They've been well prepared for the combat and prepared themselves and their environment accordingly. Designated Player gets a +1 Bonus for their first 3 Defense Rolls.


Combatant Bonuses are things usually left to whoever is managing the System. Usually best implemented for use solely within Guilds or those involved in the Guilds long term RP events. These are things set in to demonstrate the members agreed strengths/weaknesses, or to distinguish veteran members or special members.

Example of Combatant Bonuses:

Inexperienced: Someone who is inept for/at combat in general. The Individual lacks something that enables them to fight proficiently and with a large amount of skill be it training, confidence, experience, physical capabilities, etc. [-2 all Rolls]

Novice: Someone with a knack for combat but still lacks something that the average combatant would posses. [-1 all Rolls]

Skilled: The average combatant, trained and confident with their weapons. They're not incredibly experienced but they're like a trained soldier. [+0 all Rolls]

Specialized: Someone who's honed their skills to a point of specialization. They know their style of combat from practice and experience on the battlefield. [+1 to either all Attack Rolls or all Defense Rolls]

Master: These individuals have honed their abilities to their peak be it offense or defense. True Specialists. [+2 to either all Attack Rolls or all Defense Rolls]

Veteran: A weathered warrior, they know battlefields and have survived on them for a long time. They're comfortable and capable of adapting to many situations, knowing when to strike and when to hold back. Time has allowed them to sharpen their skills. [+1 all Rolls]

Berserker: One who has forgone all thought of defending, using strength and skill to take down their opponents quickly before they are taken down themselves. [+2 all Attack Rolls; -1 all Defense Rolls]

Bastion: This combatant prioritizes self defense in battle, taking less risks and hoping to outlast their opponent in the long run. [-1 all Attack Rolls; +2 all Defense Rolls]

Battle Master: A veteran of combat, the know battle, survived countless battlefields, these are the warriors who are akin to living legends. [+2 all Rolls]