From: tomscud@ruf.rice.edu (Thomas Reid Scudder)
Newsgroups: rec.games.design,rec.games.frp.misc,rec.games.frp
Subject: Combat system for frp
Date: 18 Aug 1992 21:31:22 GMT
Followup-To: rec.games.design
Organization: Rice University


	I've been putting in some work on designing a diceless combat system 
for a frp.  The basic idea of the system is that the two attackers pick their 
attacks and defenses, and then the comparison between the two determines who 
hits and who doesn't.  Stamina can be spent as a bonus to offense and defense, 
with a limit on the amount that can be spent in each round, giving a choice 
between going all out in hopes of taking out your opponent quickly, or saving 
your energy and trying to wear your opponent out.  Without further ado, here's 
the rough notes I have sketched out.  All comments and questions are welcome.  
Also, any input on how to define various weapons would be welcome.

Combat system stuff
Stats:	Stamina -- used as bonuses to combat... limited amount in one blow?
	Body -- basically as Hero
	Strength?  Dex? --  both
	combat skill with each weapon based on strength and/or dex proportions 
           based on weapon.
	3 different attack areas, 2 different attack types-- hi mid low, swing 
           stab
	defense vs. various attack areas + styles
	Modifiers to various attacks+defenses built into weapons.
	Damage = amount by which attacker hits.  Deducted from stamina and 
           body.
	Stunning attacks:  deduct double from stamina, half from body, 
           modifiers apply...
	If Stamina reaches 0, you are exhausted and can spend no more stamina.  
        If Stamina reaches -10, you are unconscious.  
	If Body reaches 0, you are mortally wounded, and will bleed to death at 
           1 hp/round.
	If Body reaches -10, you die.
	For each stamina or body below 0, combat skill is at -1
	Armor absorbs a set amount of damage from any attacks.  only absorbs 
           half stamina damage.
	Armor values dependent on swing/stab attacks...  ie chainmail would 
           defend less well vs. stab.
	Skill levels with individual weapons/groups of weapons can be bought.
	(maximum damage with each weapon?  ie dagger can only do so much?)
	Close vs. distant combat... as Hero... ie last hit determines if close 
           or far (if dagger hits last, combat is close.  If 2handed sword hits 
           last it's far.)
	Other modifiers based on conditions... (uphill, constricted area, 
           etc...)
	Allout attack:  1.5* attack skill, 0 defense skill.
	Allout defense:  1.5*defense skill, 0 attack skill.
	Shields give +defense... dependant on area?  ie more for hi/mid, less 
           for low.
	missile weapons -- defense dependant on dex + armor + shield.  dex 
           defense NOT cumulative with range modifiers.
	Encumbrance -- subtract directly from dex.
	(Crithits -- any attack which hits by 5 or more?  Amount by which hit 
           determines severity?)
	Can only attack one opponent at a time.  Can split defense skill 
           between various opponents as desired.  
	Some example weapons:  Greatsword:  skill:  strength + .5*dex.  
                   attacks: swing high +2,
                   swing low -1, cannot stab.  defenses:  swing low -2, 
                   stab low -5, other stabs -3.  Length:  4
		Foil:  skill:  .25*strength + 1.25*dex.  attacks:  cannot 
                   swing.  stabs at no modifier.
                   defenses:  stab low +1, other stabs +2, all swings -4.  
                   Length: 3  cannot be used at distance <2.
		Fist:  skill:  .75*strength + .75*dex.  attacks: no modifiers.  
                   defenses:  all at -3.  length: 1
		Wrestle:  skill: 1*strength + .5*dex.  attacks: no modifiers.  
                   defenses:  all at -3.  length: 0
Please mail all comments to tomscud@hadron.merit.edu (not to my posting address)

Thanks.
Tom Scudder
tomscud@hadron.merit.edu