Yoda
Grand Master of the Jedi Order
This combat system is based off the Lord of the Rings Games Workshop and I am planning on using it in a battle arena type RP and I wanted to see what people thought of it and if it will even work. This is meant for use with old fashioned weapons, not modern day guns and bombs. Most of the work for deciding who wins a fight is done by the GM and two dice, all the players have to do is make their character with the combat stats I am about to go over and rp like normal until they want to fight another player. If you have any input on how I could improve it or make it clearer please share them with me.
Every character starts out with these base states:
The F stands for fight value. The fight value decides if you win a tie in combat. The person with the higher fight value wins a tie.
The R stands for the ranged attack this is the roll you have to get greater than or equal to hit with a ranged weapon.
The S stands for strength of your character and this is how easy it is for you to cause wounds in close combat.
The D stands for defense and this decides how good you are at blocking and defending.
The A stands for how many dice you get.
The W stands for how many wounds the character has.
The Fate can be used to heal a wound. On a roll of 4, 5, or 6 the wound is healed. You can get more fate through special medicine that the GM declares as fate.
All these states can be affected by elements in the RP, such as weather, dehydration, or sickness the GM will inform you if your characters is suffering from any of these effects.
Customizing characters:
Now each character is different it would be boring if they all had the same states, so each player can add 6 points worth to their characters base states in any combination. You can only add to the F, R, S, or D so one character could have a strength of 9 and another a fight value of 5, strength to 6, and defence of to 4. Adding points to the R brings the value down, so if you add 2 points to the R you only have to roll a 3 to hit. The R cannot go lower then 2, so you can spend a max of 4 points on ranged attack. The Attack and Wounds cannot be changed.
How it all works:
So when two characters meet in hand to hand combat the GM rolls 2 dice one for each characters the one with the higher roll wins, if they both roll the same number the character with the higher fight value wins, if they have the same fight value the combat ends in a tie. After the combat ends and it was not a tie the GM then uses the strength and defence to see if the winner wounds using the wounds chart. The table below is pretty straightforward, but the easiest way for me to describe it is with an example.
Two characters meet in combat Oberyn Martell has a D of 3 and Gregor Clegane has a S of 3. If Gregor Clegane wins the fight by getting the higher roll the GM rolls one dice again this time on the wounds chart. For Gregor Clegane to wound Oberyn Martell he would have to roll a 4 or greater. In the end each combat takes 2 rolls, one to see who wins and one to wound.
Ranged combat:
Every character has a R value on a roll greater than or equal to the to the characters R value the ranged weapon hits, GM only rolls one dice. After a hit the GM rolls on the wounds chart using the S of the character using the ranged weapon and the D of the target. The GM has the power to declare that you are out of range of a target and also the visibility of a target.
Weapons:
Finally weapons do different things the chart below has all the information, which can be changed according to the RP scenario.
Each character can only have two weapons at a time hands and rocks do not count and each character can only use one weapon during a fight.
Every character starts out with these base states:
The F stands for fight value. The fight value decides if you win a tie in combat. The person with the higher fight value wins a tie.
The R stands for the ranged attack this is the roll you have to get greater than or equal to hit with a ranged weapon.
The S stands for strength of your character and this is how easy it is for you to cause wounds in close combat.
The D stands for defense and this decides how good you are at blocking and defending.
The A stands for how many dice you get.
The W stands for how many wounds the character has.
The Fate can be used to heal a wound. On a roll of 4, 5, or 6 the wound is healed. You can get more fate through special medicine that the GM declares as fate.
All these states can be affected by elements in the RP, such as weather, dehydration, or sickness the GM will inform you if your characters is suffering from any of these effects.
Customizing characters:
How it all works:
So when two characters meet in hand to hand combat the GM rolls 2 dice one for each characters the one with the higher roll wins, if they both roll the same number the character with the higher fight value wins, if they have the same fight value the combat ends in a tie. After the combat ends and it was not a tie the GM then uses the strength and defence to see if the winner wounds using the wounds chart. The table below is pretty straightforward, but the easiest way for me to describe it is with an example.
Ranged combat:
Every character has a R value on a roll greater than or equal to the to the characters R value the ranged weapon hits, GM only rolls one dice. After a hit the GM rolls on the wounds chart using the S of the character using the ranged weapon and the D of the target. The GM has the power to declare that you are out of range of a target and also the visibility of a target.
Weapons:
Finally weapons do different things the chart below has all the information, which can be changed according to the RP scenario.
Each character can only have two weapons at a time hands and rocks do not count and each character can only use one weapon during a fight.
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