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- --d20 Narrative conflict conversion--
- This system is based off the Mouse Guard combat system, where the intent is to use a strike based system that can be used not only for duels but for skill challenges, and each of the rolls can be influenced by attack, save or skill modifier. This is intended for 1v1 showdowns, be it player versus GM or even PvP, but the system is designed to have up to three players in a team.
- To start a conflict of this kind, determine what each side wants to achieve and their means of doing so. From that you can determine their starting number of strikes to be the relevant skill, attack or save modifier. (For example, A Sith lord is boarding a spaceship smashing their way to the cockpit, and the crew are desperately activating ship defence systems to try and stop the Sith from making progress. The Sith’s starting number of strikes would be based on their attack or casting mod, while the crew’s starting strikes would be the tech skill mod of the starting crew member.)
- In every round, each side chooses three actions in advance. If there is a team with 2-3 players, they each take turns choosing an action. After the actions are chosen, each side reveals their first action, and describe their intention. The GM then determines the modifier to add to their roll, and each side roll at the same time, and then resolve their actions before moving onto the next action. After the three actions are resolved, if either side is reduced to zero strikes, the conflict ends, otherwise start a new round.
- There are 4 actions: Attack, Defend, Feint, and Maneuver. Each action is abstract and can be interpreted to apply to any type of conflict. For the sense of narrative, the actions are described in that order. The actions are described as below:
- -Attack-
- The Attack action lets you take a shot at your goal. In a fight, this means whacking away at the enemy, or filling him full of arrows. In an argument, this means making a strong, direct point. In a chase, it means sprinting for the finish. In a negotiation, an Attack exposes your opponent's weaknesses. Etc.
- -Defend-
- The Defend action protects and strengthens your position. In a fight, this can mean blocking your enemy's weapon. In an argument, it can represent an excellent rebuttal. In a chase, a Defend action can represent carefully picking a path or covering your tracks. Etc.
- -Feint-
- A Feint represents a sneak attack. It's dangerous to try, but if it works, it's very effective. In a fight, a Feint is a feint! In an argument, it's a misleading point used to get your opponent to say something foolish that you can use against him. Etc.
- -Maneuver-
- The Maneuver action is used to, well, maneuver, gaining an advantage over your opponent. In a fight, a Maneuver can be a push or a flanking move. In an argument, it’s confusing rhetoric. In a chase, a Maneuver is a trip or a dirty trick. Etc.
- --Variant 1: Only contested rolls--
- Attack
- • Vs Attack – both you and opponent takes strike (maybe make flat contest?)
- • Vs Defend – contest, on success opponent takes strike
- • Vs Feint – opponent takes strike
- • Vs Maneuver – contest, on success opponent takes strike
- Defend
- • Vs Attack – contest, on success gain strike (cannot exceed starting amount)
- • Vs Defend – gain strike, (cannot exceed starting amount)
- • Vs Feint – no roll
- • Vs Maneuver – contest, on success gain strike (cannot exceed starting amount)
- Feint
- • Vs Attack - no roll
- • Vs Defend – opponent takes strike
- • Vs Feint – contest, loser takes strike
- • Vs Maneuver – opponent takes strike
- Maneuver
- • Vs Attack – contest, on success opponent has disadvantage on next roll, special
- • Vs Defend – contest, on success you have advantage on next roll, special
- • Vs Feint – roll, special
- • Vs Maneuver – roll, special
- Special: if you roll above 20 in a standard roll, or +10 to your opponent’s roll, you can disarm your opponent of one item of gear or one power for the rest of the encounter.
- --Variant 2: Minimal recovery--
- Attack
- • Vs Attack – contest, on success opponent takes strike
- • Vs Defend – contest with disadvantage, on success opponent takes strike
- • Vs Feint – opponent takes strike
- • Vs Maneuver – contest, on success opponent takes strike
- Defend
- • Vs Attack – contest with advantage, on success opponent takes strike
- • Vs Defend – contest, on success opponent takes strike
- • Vs Feint – no roll
- • Vs Maneuver – contest, on success gain strike (cannot exceed starting amount)
- Feint
- • Vs Attack - no roll
- • Vs Defend – opponent takes strike
- • Vs Feint – contest, loser takes strike
- • Vs Maneuver – opponent takes strike
- Maneuver
- • Vs Attack – contest, on success opponent has disadvantage on next roll, special
- • Vs Defend – contest, on success you have advantage on next roll, special
- • Vs Feint – roll, special
- • Vs Maneuver – roll, special
- Special: if you roll above 20 in a standard roll, or +10 to your opponent’s roll, you can disarm your opponent of one item of gear or one power for the rest of the encounter.
- --Variant 3: RPS+--
- Attack
- • Vs Attack – contest, on success opponent takes strike
- • Vs Defend – contest with disadvantage, on success opponent takes strike
- • Vs Feint – contest with advantage, on success opponent takes strike
- • Vs Maneuver – contest, on success opponent takes strike
- Defend
- • Vs Attack – contest with advantage, on success opponent takes strike
- • Vs Defend – contest, on success opponent takes strike
- • Vs Feint – contest with disadvantage, on success opponent takes strike
- • Vs Maneuver – contest, on success opponent takes strike
- Feint
- • Vs Attack – contest with disadvantage, on success opponent takes strike
- • Vs Defend – contest with advantage, on success opponent takes strike
- • Vs Feint – contest, on success opponent takes strike
- • Vs Maneuver – contest, on success opponent takes strike
- Maneuver
- • Vs Attack – contest, on success opponent has disadvantage on next roll
- • Vs Defend – contest, on success you have advantage on next roll
- • Vs Feint – contest, on success disarm your opponent of one item of gear or one power for rest of encounter.
- • Vs Maneuver – no roll
- (In case of advantage/disadvantage being applied twice, use a third dice and treat it under same ruling)
- --Depreciated: Initial ruleset--
- Attack
- • Vs Attack – roll, roll to deplete opponent’s strikes
- • Vs Defend – contest, opponent lose strikes by margin of success
- • Vs Feint – roll, you roll to deplete opponent’s strikes
- • Vs Maneuver – contest, opponent lose strikes by margin of success
- Defend
- • Vs Attack – contest, you gain margin of success in strikes
- • Vs Defend – roll, to gain strikes
- • Vs Feint – no roll
- • Vs Maneuver – contest, you gain margin of success in strikes
- Feint
- • Vs Attack - no roll
- • Vs Defend – roll, to deplete opponent’s strikes
- • Vs Feint – contest, opponent lose strikes by margin of success
- • Vs Maneuver – roll, deplete opponent’s strikes
- Maneuver
- • Vs Attack – contest, special
- • Vs Defend – contest, special
- • Vs Feint – roll, special
- • Vs Maneuver – roll, special
- Special: result is determined by margin of success over contested roll. For straight roll, use 10 as contested roll.
- • On success, opponent gets disadvantage on next roll.
- • If success +5 over contested roll, you instead gain double advantage on next roll.
- • If success +10 over contested roll, you can choose to have both of the above benefits, or you can instead disarm your opponent of one item of gear or one power for the rest of the encounter.
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