Hello friends!
Like my title hinted to, I'm currently trying my hand at developing a combat system that, instead of using dice, focuses around a point management system instead. I've never actually tried creating a new system before, and I'm not familiar with any other diceless systems that would be similar to mine, so I'm having some trouble with certain aspects of it, number crunching, etc. What I'm hoping to find here is a bit of advice, links to resources, and maybe some lovely people to team up with me and whittle down a polished system and stress test it with me.
I already have the barebones idea written down, which I'll post below, but I really need to know honest opinions to see if something like this can actually work. I feel like with the right tweaks it could, but I just don't know enough about roleplay combat systems to make a sound judgement myself. Here is what I have so far. (Values marked as "X" are simply placeholders)
Like my title hinted to, I'm currently trying my hand at developing a combat system that, instead of using dice, focuses around a point management system instead. I've never actually tried creating a new system before, and I'm not familiar with any other diceless systems that would be similar to mine, so I'm having some trouble with certain aspects of it, number crunching, etc. What I'm hoping to find here is a bit of advice, links to resources, and maybe some lovely people to team up with me and whittle down a polished system and stress test it with me.
I already have the barebones idea written down, which I'll post below, but I really need to know honest opinions to see if something like this can actually work. I feel like with the right tweaks it could, but I just don't know enough about roleplay combat systems to make a sound judgement myself. Here is what I have so far. (Values marked as "X" are simply placeholders)
Stats
Might=Strength+Defense (Strike, Lift, Push, Parry, Break)
Fortitude= Willpower+Endurance (Block, Carry, Resist, Run, Overwhelm)
Sense=Intelligence+Perception (Recall, Memorize, Plan, Interpret, Scrutinize)
Control=Dexterity+Speed (Dash, Dodge, Feint, Catch, Jump)
Fortune=Charisma+Luck (Lie, Charm, Intimidate, Chance, Provoke)
Attributes
Vitality (HP)= Character's Age (Max=25) + Fortitude
Fatigue (SP)= Might + Control
Energy (MP)= Sense + Battery Value
Melee Damage= Might + Weapon modifier
Ranged Damage= Control + Weapon Modifier
Psionic Damage= Sense* Ability Modifier
Experience Requirement= Total value of stats combined.
For the set of five stats, players are given X AP (Attribute Points) which they are able to allocate freely without dice rolls. All base stats have a ceiling of X points, and AP is earned through action/reaction and ability usage. In order to earn AP, you must successfully use actions/reactions and abilities associated with your stats a number of times equal to the total added value of your stats. For instance, if you have 9 total allocated points, you must use an action a total of 9 times to get another AP, 10 times the next AP, and so on.
Actions/Reactions are used by the player in any given situation, and are associated with only a single attribute. For example, lifting an object is based on Might, while dodging an attack is based on Control.
Abilities are unique character skills that may utilize multiple stats but can only be used once per round. A special characteristic of abilities is that they count toward experience for EACH ability their associated with. For instance, if a player has a Mind Control ability, which I’ll say is associated with the Fortitude and Sense attributes, they would gain 2 Experience for using it once, and would only be able to use it once before it enters a round cooldown. On the other side of the coin, abilities use extra stamina equal to the number of stats they derive from.
Battles are divided up by Rounds, and by Turns.
Round length and details to be determined
In a turn, only a single reaction and a single action can be taken. Reactions are responsive, meaning that the character is responding to an action generated by another player or the GM. Actions are proactive, meaning that the character is performing an ability or attack that another character or NPC must react to. Both Reactions and Actions are optional. Any number of observations can be made about the opponent of the character in the midst of battle.
Examples
Character Stat sheet sample
AP: 9
Might-2
Fortitude-2
Sense-3
Control-1
Fortune-1
Combat
The premise of Combat in the DO universe is around the management of Stamina and Energy, and utilizes a set of Traits.
Traits
These are a set of character values that determine actions and abilities used in the RP
Might: Determines the ability to lift and throw objects, the damage dealt by melee attacks, the ability to break through character defenses, defensive systems, objects, and obstacles using brute force, in addition to the size of weapons your character can effectively wield.
Fortitude: Determines your characters defensive capabilities against attacks, resistance to specific types of damage and environmental conditions, how long your character can sprint for and how much your character can carry without being over-encumbered. Also affects how well your character can resist poison, disease, and other health related problems.
Control: Determines the running speed of a character, the accuracy of thrown and fired weapons, the ability to dodge and parry melee attacks, and a character’s composure in the midst of battle. Also affects the accuracy of many Psionic abilities.
Sense: Determines a character’s ability to memorize and recall information, strategize, see long distances or small objects, the effectiveness of peripheral vision, and anticipate the actions of other characters. Also affects the power of many Psionic abilities.
Fortune: Determines a character’s luck in finding useful or high-quality items and equipment in the field, as well as their charisma and speaking ability. Also affects a character’s chance of finding special passcodes and pieces of intel in the field, and may reduce the difficulty of hacking or stealing. Fortune is generally not involved in combat in any way.
Atrributes
Vitality (HP): This is the amount a damage a character can take until they are killed. Once their HP is reduced to zero, the character is considered dead. A character whose HP is reduced to 1 is rendered incapacitated, and must be given first aid or regular medical attention within 3 turns or else they will bleed out and die. Poisons and illnesses may also reduce a character’s HP.
Fatigue (SP): Determines the number of “Physical” actions a character can make during a combat round. Each attack and ability determined as “Physical” will deduct a certain value of SP. If a player takes an action, but there is not enough SP available, then that action will immediately fail. If a character's SP falls to zero, then that character will fall into a "collapse" state, where they must wait a full turn before taking any actions. Certain items and armor can reduce the amount of SP required to perform actions and abilities, however they may instead deduct from energy, which I will cover next.
Energy (TP): Determines the number of “Technical” actions a character can make during a combat round. Technical actions involve the use of weapons, armors, and other items that require an Tretinium Energy source to use. While TP sources don’t expire, consecutive use can cause a state called “Surge” which occurs when the TP source has overheated and prevents the use of any devices connected to it for a certain amount of time.
Experience (EXP): Experience is gained by a character and allows them to increase the value of their Traits through earning "Ability Points" or "AP". The total experience required to earn a single point of AP is equal to the combined value of a character's Traits.
There are 4 varieties of combat in Dead Oasis, each of which I will cover in detail and list weapons associated with.
Close Quarters(Husks/Persona/Melee weapons)
Ranged (Firearms)
Stationaries, Traps, and Thrown Weaponry (Mines, grenades, etc.)
Psionic Abilities (Telekinesis, Mind Control, etc.)
Close Quarters
CQC involves any Physical action that occurs in a player’s immediate vicinity (1-2 square range). Almost all Close Quarters actions require a deduction of stamina, but depending on the equipment, may require energy as well or instead. Defending against an attack, regardless of the attack’s range, is considered a Close Quarters action.
The traits involved are: Might, Fortitude, Sense, and Control
Weapon types associated are: Knuckles, Blades, Blunts, Polearms, Husks, Persona, N-Tech, Makeshift, and Specialized Weapons.
Ranged
All ranged actions are Technical and classified as being either fired, flung, projected, or launched from a main weapon system or mechanism. Almost all Ranged actions consume energy, although some require stamina instead, such as bows or crossbows. Ranged attacks are based outside a players immediate vicinity, and every Ranged weapon has a maximum reach.
The traits involved are: Sense and Control
Weapon types associated are: Bows and Crossbows, Dartguns, Needleguns, Pistols, Hand Cannons, Rifles, Shotguns, Assault Rifles, Submachine Guns, Light Machine Guns, Machine Guns, AMW’s, Shoulder Mounted Launchers, N-Tech, Makeshift, and Specialized Weapons.
Stationaries, Traps, and Thrown Weapons
Placed in their own categories are all Technical based actions that fall outside CQ and Ranged categories, and are generally “fire and forget, time, or vicinity based” meaning they require weapons that are armed, deployed/thrown, then trigger after a certain amount of time has elapsed or once a target has entered to within a certain range. Generally, traps do not require stamina or energy, while thrown weapons require stamina.
The traits involved are: Might and Control.
The weapon types associated are: Automated turrets, deployable cover, mines, throwing knives, axes, blunts, grenades, caltrops, power fields, energy stations, bombs, patrol beacons, charges, N-Tech, Makeshift and Specialized Weapons.
Psionic Abilities
Another unique category belongs to actions that are mind-based and do not use weapons. Psionic Abilities involve the use of mental energy to perform a variety of actions and can occur in any designated range. There is no common usage or form for Psionic abilities, and they can produce a great number of results depending on the target. They are also able to take the form of Active or Passive Abilities.
The traits involved are: Sense and Control.
The types of Pionic abilities, with descriptions, are:
Telekinesis – The ability to generate force using the mind, to throw, push or otherwise manipulate objects at range.
Telepathy – The ability to sense, manipulate, and/or communicate with the mind of another living being using thoughts.
Telemetry – The ability to measure physical characteristics such as size and speed and transmit that information electronically through a computer or another mind.
Telemorphy – The ability to alter and manipulate the shape and state of an object to appear different by breaking and rearranging molecular bonds.
Teleportation – The ability to instantly transmit physical matter from one location to another.
This is some pretty rough brainstorming, and just about anything is subject to change at any give time. Any alterations that ARE made, I will notate in an update spoiler and then edit or add the information where necessary.
In any case I really appreciate any ideas I can get and will give away all the free cookies I have just to make this work
Might=Strength+Defense (Strike, Lift, Push, Parry, Break)
Fortitude= Willpower+Endurance (Block, Carry, Resist, Run, Overwhelm)
Sense=Intelligence+Perception (Recall, Memorize, Plan, Interpret, Scrutinize)
Control=Dexterity+Speed (Dash, Dodge, Feint, Catch, Jump)
Fortune=Charisma+Luck (Lie, Charm, Intimidate, Chance, Provoke)
Attributes
Vitality (HP)= Character's Age (Max=25) + Fortitude
Fatigue (SP)= Might + Control
Energy (MP)= Sense + Battery Value
Melee Damage= Might + Weapon modifier
Ranged Damage= Control + Weapon Modifier
Psionic Damage= Sense* Ability Modifier
Experience Requirement= Total value of stats combined.
For the set of five stats, players are given X AP (Attribute Points) which they are able to allocate freely without dice rolls. All base stats have a ceiling of X points, and AP is earned through action/reaction and ability usage. In order to earn AP, you must successfully use actions/reactions and abilities associated with your stats a number of times equal to the total added value of your stats. For instance, if you have 9 total allocated points, you must use an action a total of 9 times to get another AP, 10 times the next AP, and so on.
Actions/Reactions are used by the player in any given situation, and are associated with only a single attribute. For example, lifting an object is based on Might, while dodging an attack is based on Control.
Abilities are unique character skills that may utilize multiple stats but can only be used once per round. A special characteristic of abilities is that they count toward experience for EACH ability their associated with. For instance, if a player has a Mind Control ability, which I’ll say is associated with the Fortitude and Sense attributes, they would gain 2 Experience for using it once, and would only be able to use it once before it enters a round cooldown. On the other side of the coin, abilities use extra stamina equal to the number of stats they derive from.
Battles are divided up by Rounds, and by Turns.
Round length and details to be determined
In a turn, only a single reaction and a single action can be taken. Reactions are responsive, meaning that the character is responding to an action generated by another player or the GM. Actions are proactive, meaning that the character is performing an ability or attack that another character or NPC must react to. Both Reactions and Actions are optional. Any number of observations can be made about the opponent of the character in the midst of battle.
Examples
Character Stat sheet sample
AP: 9
Might-2
Fortitude-2
Sense-3
Control-1
Fortune-1
Combat
The premise of Combat in the DO universe is around the management of Stamina and Energy, and utilizes a set of Traits.
Traits
These are a set of character values that determine actions and abilities used in the RP
Might: Determines the ability to lift and throw objects, the damage dealt by melee attacks, the ability to break through character defenses, defensive systems, objects, and obstacles using brute force, in addition to the size of weapons your character can effectively wield.
Fortitude: Determines your characters defensive capabilities against attacks, resistance to specific types of damage and environmental conditions, how long your character can sprint for and how much your character can carry without being over-encumbered. Also affects how well your character can resist poison, disease, and other health related problems.
Control: Determines the running speed of a character, the accuracy of thrown and fired weapons, the ability to dodge and parry melee attacks, and a character’s composure in the midst of battle. Also affects the accuracy of many Psionic abilities.
Sense: Determines a character’s ability to memorize and recall information, strategize, see long distances or small objects, the effectiveness of peripheral vision, and anticipate the actions of other characters. Also affects the power of many Psionic abilities.
Fortune: Determines a character’s luck in finding useful or high-quality items and equipment in the field, as well as their charisma and speaking ability. Also affects a character’s chance of finding special passcodes and pieces of intel in the field, and may reduce the difficulty of hacking or stealing. Fortune is generally not involved in combat in any way.
Atrributes
Vitality (HP): This is the amount a damage a character can take until they are killed. Once their HP is reduced to zero, the character is considered dead. A character whose HP is reduced to 1 is rendered incapacitated, and must be given first aid or regular medical attention within 3 turns or else they will bleed out and die. Poisons and illnesses may also reduce a character’s HP.
Fatigue (SP): Determines the number of “Physical” actions a character can make during a combat round. Each attack and ability determined as “Physical” will deduct a certain value of SP. If a player takes an action, but there is not enough SP available, then that action will immediately fail. If a character's SP falls to zero, then that character will fall into a "collapse" state, where they must wait a full turn before taking any actions. Certain items and armor can reduce the amount of SP required to perform actions and abilities, however they may instead deduct from energy, which I will cover next.
Energy (TP): Determines the number of “Technical” actions a character can make during a combat round. Technical actions involve the use of weapons, armors, and other items that require an Tretinium Energy source to use. While TP sources don’t expire, consecutive use can cause a state called “Surge” which occurs when the TP source has overheated and prevents the use of any devices connected to it for a certain amount of time.
Experience (EXP): Experience is gained by a character and allows them to increase the value of their Traits through earning "Ability Points" or "AP". The total experience required to earn a single point of AP is equal to the combined value of a character's Traits.
There are 4 varieties of combat in Dead Oasis, each of which I will cover in detail and list weapons associated with.
Close Quarters(Husks/Persona/Melee weapons)
Ranged (Firearms)
Stationaries, Traps, and Thrown Weaponry (Mines, grenades, etc.)
Psionic Abilities (Telekinesis, Mind Control, etc.)
Close Quarters
CQC involves any Physical action that occurs in a player’s immediate vicinity (1-2 square range). Almost all Close Quarters actions require a deduction of stamina, but depending on the equipment, may require energy as well or instead. Defending against an attack, regardless of the attack’s range, is considered a Close Quarters action.
The traits involved are: Might, Fortitude, Sense, and Control
Weapon types associated are: Knuckles, Blades, Blunts, Polearms, Husks, Persona, N-Tech, Makeshift, and Specialized Weapons.
Ranged
All ranged actions are Technical and classified as being either fired, flung, projected, or launched from a main weapon system or mechanism. Almost all Ranged actions consume energy, although some require stamina instead, such as bows or crossbows. Ranged attacks are based outside a players immediate vicinity, and every Ranged weapon has a maximum reach.
The traits involved are: Sense and Control
Weapon types associated are: Bows and Crossbows, Dartguns, Needleguns, Pistols, Hand Cannons, Rifles, Shotguns, Assault Rifles, Submachine Guns, Light Machine Guns, Machine Guns, AMW’s, Shoulder Mounted Launchers, N-Tech, Makeshift, and Specialized Weapons.
Stationaries, Traps, and Thrown Weapons
Placed in their own categories are all Technical based actions that fall outside CQ and Ranged categories, and are generally “fire and forget, time, or vicinity based” meaning they require weapons that are armed, deployed/thrown, then trigger after a certain amount of time has elapsed or once a target has entered to within a certain range. Generally, traps do not require stamina or energy, while thrown weapons require stamina.
The traits involved are: Might and Control.
The weapon types associated are: Automated turrets, deployable cover, mines, throwing knives, axes, blunts, grenades, caltrops, power fields, energy stations, bombs, patrol beacons, charges, N-Tech, Makeshift and Specialized Weapons.
Psionic Abilities
Another unique category belongs to actions that are mind-based and do not use weapons. Psionic Abilities involve the use of mental energy to perform a variety of actions and can occur in any designated range. There is no common usage or form for Psionic abilities, and they can produce a great number of results depending on the target. They are also able to take the form of Active or Passive Abilities.
The traits involved are: Sense and Control.
The types of Pionic abilities, with descriptions, are:
Telekinesis – The ability to generate force using the mind, to throw, push or otherwise manipulate objects at range.
Telepathy – The ability to sense, manipulate, and/or communicate with the mind of another living being using thoughts.
Telemetry – The ability to measure physical characteristics such as size and speed and transmit that information electronically through a computer or another mind.
Telemorphy – The ability to alter and manipulate the shape and state of an object to appear different by breaking and rearranging molecular bonds.
Teleportation – The ability to instantly transmit physical matter from one location to another.
This is some pretty rough brainstorming, and just about anything is subject to change at any give time. Any alterations that ARE made, I will notate in an update spoiler and then edit or add the information where necessary.
In any case I really appreciate any ideas I can get and will give away all the free cookies I have just to make this work
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