I've done a lot of DMing in table top settings in the past and here are some generalized rules I would suggest if you're wanting to add some spice to your combat.
1.) PC's will game whatever system you devise to their maximum benefit, often in ways you didn't predict. It will happen. Even your friends will do this. This can be frustrating but remember it is just a part of gaming.
2.) Whatever tweaks you make, be sure to counter-balance them to avoid making them too powerful. For example, I remember you gave Hornet 2 attacks in a single round but on a cool-down. The cool-down was a good idea, but I would suggest going further. For example, if Hornet chooses to make two attacks she should face a penalty to both attacks due to her splitting her focus. Perhaps -10 to each roll or something like that.Â
3.) For NPC's, I like the 'extras' system to add flavor to a conflict with a more powerful NPC. Extras are your garden variety filler mob, nothing special, they're there for the PC's to slaughter. They shouldn't be able to harm the PC's in general terms but they could get a lucky break every now and again (for example, the Extras might roll a d50 to attack and defence while the PC retains the full d100). Extra's are also very squishy, typically any successful attack roll is enough to finish them off.
4.) For powerful NPC's, make sure they are not infallible. Sometimes that just happens by the luck of the dice (I'm looking at you, Invincible Sword Princess) but unless the NPC is intended to be retained for future use, victory should be possible with all things being equal.
That's all I can think of right now, and I'm at work so I should probably go do work stuff now.
1.) PC's will game whatever system you devise to their maximum benefit, often in ways you didn't predict. It will happen. Even your friends will do this. This can be frustrating but remember it is just a part of gaming.
2.) Whatever tweaks you make, be sure to counter-balance them to avoid making them too powerful. For example, I remember you gave Hornet 2 attacks in a single round but on a cool-down. The cool-down was a good idea, but I would suggest going further. For example, if Hornet chooses to make two attacks she should face a penalty to both attacks due to her splitting her focus. Perhaps -10 to each roll or something like that.Â
3.) For NPC's, I like the 'extras' system to add flavor to a conflict with a more powerful NPC. Extras are your garden variety filler mob, nothing special, they're there for the PC's to slaughter. They shouldn't be able to harm the PC's in general terms but they could get a lucky break every now and again (for example, the Extras might roll a d50 to attack and defence while the PC retains the full d100). Extra's are also very squishy, typically any successful attack roll is enough to finish them off.
4.) For powerful NPC's, make sure they are not infallible. Sometimes that just happens by the luck of the dice (I'm looking at you, Invincible Sword Princess) but unless the NPC is intended to be retained for future use, victory should be possible with all things being equal.
That's all I can think of right now, and I'm at work so I should probably go do work stuff now.