05-31-2024, 01:19 PM
(This post was last modified: 05-31-2024, 03:14 PM by psy. Edited 2 times in total.)
PSY'S FIGHTING SYSTEM
Note: These are just the rules I go by when roleplaying fights to make things as fair as possible and lead to an actual outcome. You may use this system if you would like. If you would prefer I not use this system for a fight, that is okay, just let me know. I am also less likely to rely on this system for fights that have a predetermined outcome.DIFFICULTIES AND POWER LEVELS
Difficulties are either physical or mental. There are five difficulties I use to rank my characters - very easy (1), easy (2), medium (3), difficult (4), and arduous (5). Physical and mental difficulties can have different values (physically very easy and mentally arduous, physically difficult and mentally easy, or both medium, etc. are all possible). Difficulties are determined based on species, build, age, disorders/handicaps, and training experience, if applicable.
Additionally, each character has different power levels depending on the magical ability they have. These are also ranked 1-5. A power level of 1 for a power means it is a freshly learned ability, while a power level of 5 means it is essentially mastered. Some powers are marked as undiscovered, meaning they cannot be used in combat at all.
ATTACK ROLLS AND MODIFIERS
I use a d20 to roll for hits and misses. I will roll separately for strength vs. magic attacks.
Any final roll above 10 is a hit. Any final roll 10 and below is a miss.
Difficulties will provide modifiers for my rolls. These modifiers are the same for attack and defense.
Very easy > -5 modifier
Easy > -2 modifier
Medium > no modifier
Difficult > +2 modifier
Arduous > +5 modifier
Rolls for magical abilities also work essentially the same way, just replacing the very easy-arduous system with levels 1-5. Any magical powers that require mental force will gain a -1/0/+1 modifier for its roll depending on the character's mental difficulty (-1 for mentally very easy/easy, 0 for medium, +1 for difficult/arduous).
DODGING
I will roll a d20 for dodging as well. Rolls 1-5 are guaranteed injury-delivering hits on my characters. Rolls 6-10 are hits on my characters, but may be scratches, getting pinned, cosmetic burns, etc. without damage that would be notable post-fight. Rolls 11 and up are dodges. Modifiers as mentioned in the section above are applied.
jay — characters