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The goal of pShift's combat system is to create a sense of balance, and maintain fairness of play, without being too complex and hindering the overall experience. While the basic rules are outlined here, the system is a work in progress, so if you have any thoughts about what could make it better, feel free to speak your mind. The system is open to change based on player experience, to try and make everyone's experience a fun one. (^*^) (Note: This combat system falls under the Fairness of Play guidelines, and is not required for normal play in the room. It exists only as an attempt to balance combat between characters. See guidelines for more info.) So far, pShift combat runs off a simple, d10 (ten- sided dice) system. A character will have some basic stats, as will each item in the character's possession. The stats each character, and some items, might have so far are: Melee, Range, Defense, Agility, Tracking, Camouflage. When playing in combat, corresponding stats (specifically between character and equipment) will be added together to create a Stat Total which decides how many dice you roll. For instance, the character Felicia Starnbrook has a Melee value of 2, so in close-combat circumstances, the amount of dice she rolls for an attack would be two, plus extra dice for any weapon she might be using. Let's say today she's using a plasma lance, which has a Power value of 3. Adding that to her Melee value, she would roll a total of five dice for her attack with the plasma lance. In a similar fashion, a character would create a total defense score to decide how many dice they roll to save from being wounded by an attack. In this case, you would add a character's Melee and Defense stats together to see how many dice they roll to save from the attack. The Defense stat in itself would be the combination of a character's natural defense (usually 1), plus any armor, shielding or other forms of defense they have which may work against the form of attack in question.
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