Creating a Dice System for a 1v1???

Quincunx

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Hi all, My friend @Zaxs and I are having trouble figuring out an effective mechanics for PvP battles in our 1v1 RP. We've discussed <a href="http://danielbayn.com/wushu/playing-the-game/index.shtml" rel="external nofollow">Wushu</a>, as well as a system where we buy points and roll dice with them, and neither of those are really suited to us - we need something where we can use strategy to settle the game, but also something where the narrative/adding details is important. We're kind of stuck on how to do that currently. If you can offer anything, even if it's just a link to another system, we'd both greatly appreciate it. It doesn't have to involve dice.


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Thank you @Grey we are currently looking at it and it seems very well made but a bit confusing to implement into our 1on1 PvP role play? We might try to figure out a way to implement it or edit it so it can be used. But might you have any other suggestions to add it in or maybe a more simplistic way? Can you give me an example of how it is used?
 
It's honestly more straightforward than it looks, and it's designed so you can cut and change things. Admittedly, none of the commercial RPGs are really designed for 1x1s, so some changes will always need to be made.


So characters and locations have Aspects. The first time you tag an Aspect it's free and gives you a bonus on your roll; any time after that requires spending Fate Points. Aspects are narrative hooks that describe both the characters and locations, see, so you can be creative with them and how they apply to a scene. Oh, and you can spend a point and use your Aspect to justify a re-roll if you fail, IIRC.


You also have Stunts, which are special tricks your character can do for a Fate Point.


The rolling part is simple - roll 4d6. A 1 or 2 is -1, a 3 or 4 is 0, and 5 or 6 is +1. You take the relevant Skill, add or subtract the results of the dice, and if the number is high enough to beat the difficulty, you succeed.


Now, normally, there's a GM to arbitrate - they'll control NPCs, tell you difficulties of rolls, and hand out Fate Points for good roleplaying. They can also compel your Aspects by giving you Fate Points.


For example, let's say a character has the Aspect 'Raging Barbarian'. Their player can spend a Fate Point to get a bonus when attacking, thanks to their history of battle and the power of their rage. But the GM can also hand you a Fate Point and say your barbarian fury gets the better of you, and you charge into battle ahead of your allies and end up surrounded.


You could try Risus, but that's probably too light. You could also use Crucible, but that might be too lethal. The Chronicles of Darkness got a rejigged combat system this edition, but that's always been more of a savage beating simulator.


How gritty is this going to be, basically? Magic, gunplay, swordfighting? Like something out of an Anime?
 
Grey said:
It's honestly more straightforward than it looks, and it's designed so you can cut and change things. Admittedly, none of the commercial RPGs are really designed for 1x1s, so some changes will always need to be made.
So characters and locations have Aspects. The first time you tag an Aspect it's free and gives you a bonus on your roll; any time after that requires spending Fate Points. Aspects are narrative hooks that describe both the characters and locations, see, so you can be creative with them and how they apply to a scene. Oh, and you can spend a point and use your Aspect to justify a re-roll if you fail, IIRC.


You also have Stunts, which are special tricks your character can do for a Fate Point.


The rolling part is simple - roll 4d6. A 1 or 2 is -1, a 3 or 4 is 0, and 5 or 6 is +1. You take the relevant Skill, add or subtract the results of the dice, and if the number is high enough to beat the difficulty, you succeed.


Now, normally, there's a GM to arbitrate - they'll control NPCs, tell you difficulties of rolls, and hand out Fate Points for good roleplaying. They can also compel your Aspects by giving you Fate Points.


For example, let's say a character has the Aspect 'Raging Barbarian'. Their player can spend a Fate Point to get a bonus when attacking, thanks to their history of battle and the power of their rage. But the GM can also hand you a Fate Point and say your barbarian fury gets the better of you, and you charge into battle ahead of your allies and end up surrounded.


You could try Risus, but that's probably too light. You could also use Crucible, but that might be too lethal. The Chronicles of Darkness got a rejigged combat system this edition, but that's always been more of a savage beating simulator.


How gritty is this going to be, basically? Magic, gunplay, swordfighting? Like something out of an Anime?
Well, we just put our characters through the Fate Core system last night, and it was fun and easier than we thought it'd be. So, I think we're going to at least try to implement it. Thank you for providing an example!


There will be a lot of gunplay, a lot of sci-fi weapons, and at some point, at least one mecha. I think Fate Core is the right level of grittiness here, but in case that doesn't work out, we want in terms of grittiness:

  • battles that should have some sort of consequence (from getting winded to, in a worst-case scenario, losing a limb)
  • and a system that isn't too lethal to the PCs - failure is cool, death is not, unless we get to decide when it's appropriate.
  • A "savage beating simulator" is probably too dark.
 
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FATE Core should be fine for you guys, then - I've seen it used for 90s action TV action-drama, Pacific Rim with steampunk mecha in Renaissance Italy, and I'm using a streamlined version for a Night Vale RP.
 

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