This is a role-playing system for use inside of MMOs, where you don't need a complete rules system, and you want to keep things light and quick, using the in-game /roll commands for random loot rolling.
Combat
Every round, both combatants roll a d100. The higher one wins the round and inflicts one hit of damage on the loser. There is no initiative; all combat is simultaneous.
Damage
Every character has three hits; at zero hits, the character is out of the fight!
Crits
A roll of 90-100 is a critical hit and adds +1 damage.
A roll of 01-10 is a critical miss, and you may only roll to defend next turn, doing no damage on a successful roll.
Many on One Fights
If a side is outnumbered, every attack is rolled for as standard. In a three-on-one situation, the outnumbered side gets to roll against all three attackers in one-on-one combat rounds. This does mean that if you are outnumbered, you will get "more potential attacks" than the attacking side.
Class Abilities
Every class has a special ability, usable once per fight. Since an adventure could be multiple fights in different locations, these abilities can be used during or after every fight. They cannot be saved up! They can be declared after a successful attack.
Mages
Drop a nuke! Your attack does 2 hits of damage.
Healers
Heal a friend! You heal one player by one hit after the fight.
Fighters
Parry! Once per fight, you can block any attack and take no damage.
Rogues
Backstab! Your attack does two hits of damage.
Boss Monsters
Some monsters will have more than three hits! They can have 6, 9, or 12 hits total.
Allies (Optional Rule)
Some characters may have "off the map" allies, like a participant in a guild, but all their characters can't play at the same time. Who they are and who has them should be agreed upon before the game, and this will likely be a special case for one player or game master only.
Make a list of allies available to the character. Once per adventure, a character can call upon each ally only once as a "fate point," allowing the character to change the result of a roll or story event. This must be agreed upon by the event host, who will act as the referee.
This is useful if the referee has a list of nearby NPCs that could get involved in the adventure, but can't play them as characters in the game with everyone. A good example is one player playing a guild master of a guild of assassins with four NPCs "off the board" they can call upon at any time during the adventure, but only once per NPC.
Bad guys may also have allies.
Have fun!
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