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  1. --d20 Narrative conflict conversion--
  2.  
  3. 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.
  4.  
  5. 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.)
  6.  
  7. 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.
  8.  
  9. 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:
  10.  
  11. -Attack-
  12. 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.
  13.  
  14. -Defend-
  15. 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.
  16.  
  17. -Feint-
  18. 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.
  19.  
  20. -Maneuver-
  21. 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.
  22.  
  23. --Variant 1: Only contested rolls--
  24.  
  25. Attack
  26. • Vs Attack – both you and opponent takes strike (maybe make flat contest?)
  27. • Vs Defend – contest, on success opponent takes strike
  28. • Vs Feint – opponent takes strike
  29. • Vs Maneuver – contest, on success opponent takes strike
  30.  
  31. Defend
  32. • Vs Attack – contest, on success gain strike (cannot exceed starting amount)
  33. • Vs Defend – gain strike, (cannot exceed starting amount)
  34. • Vs Feint – no roll
  35. • Vs Maneuver – contest, on success gain strike (cannot exceed starting amount)
  36.  
  37. Feint
  38. • Vs Attack - no roll
  39. • Vs Defend – opponent takes strike
  40. • Vs Feint – contest, loser takes strike
  41. • Vs Maneuver – opponent takes strike
  42.  
  43. Maneuver
  44. • Vs Attack – contest, on success opponent has disadvantage on next roll, special
  45. • Vs Defend – contest, on success you have advantage on next roll, special
  46. • Vs Feint – roll, special
  47. • Vs Maneuver – roll, special
  48. 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.
  49. --Variant 2: Minimal recovery--
  50.  
  51. Attack
  52. • Vs Attack – contest, on success opponent takes strike
  53. • Vs Defend – contest with disadvantage, on success opponent takes strike
  54. • Vs Feint – opponent takes strike
  55. • Vs Maneuver – contest, on success opponent takes strike
  56.  
  57. Defend
  58. • Vs Attack – contest with advantage, on success opponent takes strike
  59. • Vs Defend – contest, on success opponent takes strike
  60. • Vs Feint – no roll
  61. • Vs Maneuver – contest, on success gain strike (cannot exceed starting amount)
  62.  
  63. Feint
  64. • Vs Attack - no roll
  65. • Vs Defend – opponent takes strike
  66. • Vs Feint – contest, loser takes strike
  67. • Vs Maneuver – opponent takes strike
  68.  
  69. Maneuver
  70. • Vs Attack – contest, on success opponent has disadvantage on next roll, special
  71. • Vs Defend – contest, on success you have advantage on next roll, special
  72. • Vs Feint – roll, special
  73. • Vs Maneuver – roll, special
  74. 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.
  75. --Variant 3: RPS+--
  76.  
  77. Attack
  78. • Vs Attack – contest, on success opponent takes strike
  79. • Vs Defend – contest with disadvantage, on success opponent takes strike
  80. • Vs Feint – contest with advantage, on success opponent takes strike
  81. • Vs Maneuver – contest, on success opponent takes strike
  82.  
  83. Defend
  84. • Vs Attack – contest with advantage, on success opponent takes strike
  85. • Vs Defend – contest, on success opponent takes strike
  86. • Vs Feint – contest with disadvantage, on success opponent takes strike
  87. • Vs Maneuver – contest, on success opponent takes strike
  88.  
  89. Feint
  90. • Vs Attack – contest with disadvantage, on success opponent takes strike
  91. • Vs Defend – contest with advantage, on success opponent takes strike
  92. • Vs Feint – contest, on success opponent takes strike
  93. • Vs Maneuver – contest, on success opponent takes strike
  94.  
  95. Maneuver
  96. • Vs Attack – contest, on success opponent has disadvantage on next roll
  97. • Vs Defend – contest, on success you have advantage on next roll
  98. • Vs Feint – contest, on success disarm your opponent of one item of gear or one power for rest of encounter.
  99. • Vs Maneuver – no roll
  100. (In case of advantage/disadvantage being applied twice, use a third dice and treat it under same ruling)
  101. --Depreciated: Initial ruleset--
  102.  
  103. Attack
  104. • Vs Attack – roll, roll to deplete opponent’s strikes
  105. • Vs Defend – contest, opponent lose strikes by margin of success
  106. • Vs Feint – roll, you roll to deplete opponent’s strikes
  107. • Vs Maneuver – contest, opponent lose strikes by margin of success
  108.  
  109. Defend
  110. • Vs Attack – contest, you gain margin of success in strikes
  111. • Vs Defend – roll, to gain strikes
  112. • Vs Feint – no roll
  113. • Vs Maneuver – contest, you gain margin of success in strikes
  114.  
  115. Feint
  116. • Vs Attack - no roll
  117. • Vs Defend – roll, to deplete opponent’s strikes
  118. • Vs Feint – contest, opponent lose strikes by margin of success
  119. • Vs Maneuver – roll, deplete opponent’s strikes
  120.  
  121. Maneuver
  122. • Vs Attack – contest, special
  123. • Vs Defend – contest, special
  124. • Vs Feint – roll, special
  125. • Vs Maneuver – roll, special
  126. Special: result is determined by margin of success over contested roll. For straight roll, use 10 as contested roll.
  127. • On success, opponent gets disadvantage on next roll.
  128. • If success +5 over contested roll, you instead gain double advantage on next roll.
  129. • 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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