
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.Â
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.Â
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.
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.Â
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.