• The site has now migrated to Xenforo 2. If you see any issues with the forum operation, please post them in the feedback thread.
  • Due to issues with external spam filters, QQ is currently unable to send any mail to Microsoft E-mail addresses. This includes any account at live.com, hotmail.com or msn.com. Signing up to the forum with one of these addresses will result in your verification E-mail never arriving. For best results, please use a different E-mail provider for your QQ address.
  • For prospective new members, a word of warning: don't use common names like Dennis, Simon, or Kenny if you decide to create an account. Spammers have used them all before you and gotten those names flagged in the anti-spam databases. Your account registration will be rejected because of it.
  • Since it has happened MULTIPLE times now, I want to be very clear about this. You do not get to abandon an account and create a new one. You do not get to pass an account to someone else and create a new one. If you do so anyway, you will be banned for creating sockpuppets.
  • Due to the actions of particularly persistent spammers and trolls, we will be banning disposable email addresses from today onward.
  • The rules regarding NSFW links have been updated. See here for details.

Combat system for Rob Is Dead, Let's Go Through His Pockets quest setting

HiMyNameIs_REDACTED_

I trust you know where the happy button is?
Joined
Oct 20, 2016
Messages
932
Likes received
4,698
I'm thinking about trying to host a quest based on a setting I'm developing, both to flesh out worlds within the setting, and develop a compelling combat system.

I'm thinking 4-5 stats.
Might, which is anything related to muscles, physical force, or enduring something. Standing against a wave would require Might. Punching a wall down would require Might. Withstanding poison would be Might.

Wit, which is anything related to dexterity, guile, fingerwork, etc,. Picking a pocket is Wit, as is running along a rope or stepping on clouds through sheer anomalous balance/improbable quantum events.

Mind/Magic, which rounds out the trio of STR/DEX/INT, and does what you'd expect.

Fate/ Weight. Two unstoppable forces meet. The one with higher Weight wins, being more unstoppable than the other one. Weight is a ranking for everything, so two actors having the same weight isn't allowed. On the lower levels you can easily become heavier through simple actions or emotions. Having a (much) higher weight than someone can cause interesting effects.

5th Stat. Personal stat. This is reserved for characters that need something more to represent them on the Stat block. You know this guy is scary, because he has Terror as his 5th Stat. This king has Statesmanship, etc,.

Each character declares what they'll do and with what Stat. Opening a door with Might is breaking it down. Opening a door with Wit is trying to pick it or jiggle the knob.

Mind is recalling that you once heard this model of lock was bad because of some reason, and then abusing that reason.

Weight/Fate is declaring that you have the key in your pocket and daring reality to argue. Saying the key is nearby under some refuse would be easier. Doing anything but this would be almost infinitely easier.

Opening with Terror might be making the terrified owner open it and let you in, while opening it with something like Science might be yoh melting the lock or phasing through the door via quantum effects.

Stats start low every engagement, growing every round as you declare actions and use skills to boost numbers.

There's a max, where things get weirder and more narrative, but the intention is to keep simple engagements with low numbers, while your incredibly skilled warrior is still capable of matching swords as the numbers and intensity of the fight rise.
 
I want to reach a feature complete version of this idea, where it can be used and not immediately snarl up with weird interactions and edge cases.
 

Users who are viewing this thread

Back
Top