Please excuse the formatting
The "Contest" system is a system for role playing gaming. Every action is a contest that pits one stat against another. Each contest has multiple possible results depending on which stat wins and how decisively it wins.
\/\/\/\/\/\/\PHILOSOPHY/\/\/\/\/\/\/\/\
This system is focused on storytelling over stats. Every contest can be described in ordinary words, as if you were telling a story--"Dave stabbed the ogre in the knee, making him fall" is better than "Dave dealt the giant 3 damage."
This system is intended to be as realistic as possible. That means if you get stabbed it's always serious business that, at minimum, impairs your combat ability until the wound heals. If you are stabbed in the heart or brain, and you are human, you die. Instead of hit points, characters have a list of injuries with associated stat penalties. As a result it is advised for characters to choose their battles carefully, unless they have magical means of healing and resurrection. Alternatively, the Game Master (GM) may choose to use "save points" before major battles.
The system is not intended to specify every minute detail. The Game Master (GM) should always use his judgment:
1. To decide whether a contest is necessary to perform a particular action.
2. To decide what the stats of the two sides in a contest should be, considering the specifics of the situation. Maybe you need to apply a bonus or penalty before the contest starts.
3. To interpret the result of the contest in terms of the story. The result of a Melee contest may be: Ted won a Combat Advantage against the giant toad. The GM decides that means: due to Ted's artful dodging, the giant toad's sticky tongue got stuck on the wall.
A character sheet should include:
1. the character's backstory, training and personality (a few descriptive sentences)
2. equipment and inventory
3. injuries and penalties
4. Based on the character's training, equipment, and injuries, his stats can be created and written down when needed, in the judgment of the GM. Stats that will be used often (such as combat stats) can be written down beforehand. The following important stats should be compared to enemy stats to help estimate if the character is strong enough to try a given adventure: Melee Combat (for a warrior), Aim (for an archer).
Characters cannot fit an unlimited number of items into their backpack unless it is magic. A heavy backpack can significantly impair the player's combat abilities, just as it would in real life. Combat therefore might begin with players setting down their packs. The GM shall use his judgment based on bulkiness and weight to decide how much a player can realistically carry.
Further in the vein of realism, characters usually retain the same expert skills they had at the beginning of the campaign. It took your warrior 10 years of intense training to get where he is. He's unlikely to get significantly better just from hacking apart fifty orcs in an afternoon. But he might get tired.
Non-core stats will often be created on the fly by the GM, as needed, based on the character's backstory. For instance, suppose one party member is a veteran soldier, and the party encounters an NPC speaking a foreign language. The GM may decide the soldier knows some basic vocabulary in that language because he is well traveled. So, the GM gives the soldier a language proficiency stat of 6 in that language (where 10 would be that of an average native speaker).
\/\/\/\/\/\/\/\/CONTEST DETERMINATION\/\/\/\/\/\/\/\/
The result of a contest between two stats A and B is determined by rolling three 12 sided dice. The sum of the dice plus A minus B equals "roll." Roll is then used to determine the final result, which is either a stalemate (0) or one side wins by a number of points between 1 and 4.
If roll is 5 or less: B wins by 4
If roll is 6-9: B wins by 3
If roll is 10-14: B wins by 2
If roll is 14-17: B wins by 1
If roll is 18-21: it is a stalemate (0)
If roll is 22-25: A wins by 1
If roll is 26-29: A wins by 2
If roll is 30-33: A wins by 3
If roll is 34 or more: A wins by 4
In other words, final result = (roll - 2) / 4 - 4 where the division always rounds down.
The GM is often responsible for determining stats in a given contest, and for determining penalties or bonuses to stats in case of injury or other special considerations. A typical untrained human with basic equip should have around 10 in most stats. You can refer to the following table as an aid to deciding on bonuses or penalties:
Code: Select all
A-B Odds A wins : B wins : draw
0 1 : 1 : 0.65
1 1.4 : 1 : 0.8
2 1.9 : 1 : 0.9
3 2.7 : 1 : 1
4 3.8 : 1 : 1.3
5 5.4 : 1 : 1.5
6 7.7 : 1 : 1.7
7 11 : 1 : 2
8 17 : 1 : 2.4
9 27 : 1 : 2.9
10 45 : 1 : 3.7Below is a diagram of the possible outcomes for an evenly matched contest. The number at the start of the row is the contest result. The number of asterisks or dashes is proportional to the probability of the result. The number at the end of the row is the value of Roll.
Code: Select all
4 3
4 * 4
4 *** 5
3 ----- 6
3 ------- 7
3 ---------- 8
3 -------------- 9
2 ****************** 10
2 ********************** 11
2 *************************** 12
2 ********************************* 13
1 --------------------------------------- 14
1 -------------------------------------------- 15
1 ------------------------------------------------ 16
1 --------------------------------------------------- 17
0 ***************************************************** 18
0 ****************************************************** 19
0 ****************************************************** 20
0 ***************************************************** 21
1 --------------------------------------------------- 22
1 ------------------------------------------------ 23
1 -------------------------------------------- 24
1 --------------------------------------- 25
2 ********************************* 26
2 *************************** 27
2 ********************** 28
2 ****************** 29
3 -------------- 30
3 ---------- 31
3 ------- 32
3 ----- 33
4 *** 34
4 * 35
4 36|=|=|=|=|=|=|=|=COMBAT=|=|=|=|=|=|=|=|=|=|=|
Ah, now we see the violence inherent in the system!
- Monty Python
SUMMARY:
Melee combat is divided into rounds. Each round of Melee fighting starts with one unit deciding to attack another, provided the two units are in close proximity. The attacker tries to enter a round of Melee. The defender then has a choice. He may also respond with Melee and they fight, or the defender may respond with Flee or Maneuver to get out of there. If the combatants do engage in Melee, and one gains a Melee Advantage, he may immediately try to injure his opponent with Melee Strike. After one round of Melee is over (perhaps ending with an attempted Melee Strike), the combatants are no longer in Melee and may choose what to do for the next round.
Ranged fighting is simply a Ranged Strike, which can be performed at any time without having to get a Melee Advantage first.
Stealth fighting is where you sneak up on an enemy and immediately gain a Melee Advantage (the right to Melee Strike), provided the enemy did not detect you.
In combat, a rough drawing of the battlefield with positions of the combatants should be kept track of, with scale in meters, as it is important for Sneak Attack, Rush, Flee, and Maneuver.
Combat-Relevant Stats (for details, see the section entitled Stat Details):
Melee Combat: Ability to win an advantage in hand to hand combat
Melee Attack: Ability to strike in hand to hand combat.
Melee Defense: Ability to avoid being hit when in melee.
Aim: Ability to strike with a ranged weapon
Ranged Defense: Ability to avoid being struck with a ranged weapon
Speed: Ability to escape, or to pursue.
Stealth: Ability to move quietly without being seen.
Perception: Ability to detect units trying to be stealthy.
|=|=|=|=|=|=|=|=|=|=Combat Contests=|=|=|=|=|=|=|=|=|=|
The following are contests relating to Combat:
============Melee==============
In this contest, two units engage in face-to-face Melee confrontation. One unit's Melee Combat is pitted against the other's Melee Combat. Every round, it is always the choice of the defender whether to enter into Melee, or to attempt to Flee or Maneuver instead. The Melee contest involves only fighting for advantage, and it does not cover the actual strike. The strike is done in the Melee Strike contest.
Possible results:
- 0: No one is injured or obtains any advantage. Combat may continue for another round if both units choose.
- 1: One unit obtains a Melee Advantage, the nature of which shall be determined by the GM based on the combat setting. For instance, the other unit may stumble, or be forced back to a corner. Or the other unit may simply overextend an attack leaving an opening. When he has a Melee Advantage, the attacker may try to Melee Strike the defender, with a bonus to his Melee Attack. After he Strikes, whether he hits or not, the Advantage is gone.
- 2 or more: One unit obtains a Decisive Melee Advantage. Perhaps the attacker has forced the defender to the edge of a cliff, or has disarmed the defender, or has knocked down a large heavy defender who has trouble getting up. This works similar a Melee Advantage, but the attacker gains a greater bonus to his Melee Attack.
Duration: 1-10 seconds
===========Melee Strike===============
In this contest, one unit attempts to land a hit on the other unit. This is only possible if the first unit already has a Melee Advantage. Strike pits the attacker's Melee Attack against the defender's Melee Defense.
Possible results in general, if the attacker wins with any weapon:
0: The attacker misses, or hits a place too armored to deal damage.
1: The attacker injures the defender in one of the less critical spots
2-3: The attacker injures the defender in one of the moderately critical spots
4: The attacker injures the defender in one of the most critical spots
The actual type and amount of injury depends on the weapon type. Also, if the attacker wins with any positive result he must score some kind of hit, even if the armor prevents him from scoring the exact hit he rolled. So if the attacker wins the contest with a result of 1 but the defender is completely protected except for the eyes, then the defender gets stabbed in the eye (normally a 3 result).
For a more specific list of possible injuries organized by weapon type and contest result, see the section entitled "Injuries."
Duration: usually 1 second or less
==========Ranged Strike==========
A strike with a ranged weapon. Pits the attacker's Aim against the defender's Ranged Defense. Can be performed at any time when the attacker is not engaged in Melee combat, provided the attacker's weapon is loaded and raised. Can also be performed when the attacker has a Melee Advantage.
Possible results: If the attacker wins, same results as in Melee Strike for a pointed weapon.
If the defender wins, there may be a possibility of friendly fire if the defender is among the attacker's allies. In this case, the results are the same as in Melee Strike for a pointed weapon, except that the target is changed to a random ally of the attacker.
Duration: 1 second or less
=========Reload===========
Not truly a contest, but an action an archer must perform between shots. Time to reload is in seconds between when one arrow is loosed, and when the next arrow is pulled back and raised, ready to fire. Reloading cannot be done while engaged in Melee.
Bow: 5 seconds (or once per combat round)
Crossbow or Musket: 30 seconds to 1 minute (once per six to twelve combat rounds)
==========Flee=================
In this contest, one unit is attempting to run away from another. For this to be possible, there must be a place to run to. It pits the attacker's Speed against the defender's Speed.
Possible results:
0 (or if the defender wins): the defender successfully puts some distance between himself and the attacker, exiting melee range.
1 or more (for the attacker): the attacker catches up to the defender and gains a Melee Advantage.
Duration: 5-20 seconds. This contest covers only the immediate exit from melee. Even after a successful Flee, if the attacker continues to chase and he has greater Speed, the attacker will catch up eventually.
=============Maneuver============
In this contest, one unit is trying to avoid melee combat, without Fleeing. For example, Fleeing may be impossible due to blocked exits, or there may be something in the combat area that the defender wants to get to, so he doesn't want to run away. It pits the attacker's Melee Attack stat against the defender's Melee Defense stat. The attacker does not have a Melee Advantage, so Maneuvering should be easier than Melee.
Maneuver is the preferred mode when fighting large bosses such as dragons or giants. You can't trade blows with them in Melee since any attack they hit you with will squash or burn you, and their weapons are huge so they outrange you. So you just have to dodge their attacks, maneuvering to get a better position (a Combat Advantage) from which you can strike them. It is difficult, so the character should be very agile compared to the enemy to attempt this.
If the attacker wins by any amount, he gains a Melee Advantage and may immediately try a Melee Strike.
If the defender wins, possible results:
0: The defender makes no progress.
1: The defender is able to maneuver to some place of his choice in the immediate vicinity, except he can't get past the attacker if the attacker is blocking an exit.
2: The defender is also able to get past the attacker if he wishes. The defender may perform one action taking up to a couple seconds, such as reloading a bow (provided his hands are free), or performing a Ranged Strike with a loaded weapon, but not both.
3-4: Same as 2, but the defender also gains a Melee Advantage if he wants to use it.
Duration: 5-20 seconds
===========Sneak Attack===========
In this contest, one unit is trying to sneak up on another unit to attack it. It is only possible if the defender is unaware of the attacker. It pits the attacker's Stealth against the defender's Perception. However, this contest highly depends on the terrain and conditions, so the GM has much leeway in determining bonuses or penalties to the roll, to the point where he might even ignore the base Stealth and Perception stats entirely.
If result is 0: the attacker gets to melee range but then is detected. The defender may engage them in Melee.
Results if the defender wins:
1: the attacker is detected when he is 10 meters away
2 or more: The attacker is detected immediately
Results if the attacker wins:
1 or more: The defender notices nothing. The attacker gains a Melee Advantage, and the portion of the defender's Melee Defense that is due to his combat training or agility is eliminated momentarily, since he cannot dodge or block.
Duration: varies widely, from 2 seconds of a quick silent dash from behind nearby cover, on up to several minutes of creeping closer, depending on distance
==========Charge============
In this contest, one unit is trying to run a short distance (20 meters or less) before a second unit can react to shoot him. For instance, rushing an archer to engage him in Melee. It pits the number of tenths of a second it takes the attacker to reach his target (called Time), against the defender's reaction time. Time = 10 * distance in meters / Speed. Add 6 to Time if the attacker has a standing start. The defender's reaction time is 20 - Perception, provided his weapon is drawn and loaded. If his weapon is not drawn but is already loaded, add 6 to his time.
This contest is reversed, i.e. lower times are better.
If the defender wins, the defender is ready to shoot before the attacker arrives.
If the attacker wins, he reaches his target and may immediately engage in Melee.
|=|=|=|=|=|=|=|=|=|=Group Fighting=|=|=|=|=|=|=|=|=|=|
When fighting in a group, each unit may pick one target unit in range to engage in Melee with, each round. If Fred's Melee target is not also targeting Fred, and the target is not Fleeing or Evading, then Fred automatically gets a Melee Advantage and can try to Melee Strike his target. Otherwise, Fred and his target engage in Melee for that combat round, as in single combat.
Though unlikely, it is possible that one unit might be capable of engaging multiple melee enemies at once, if he has specifically trained for this. A dual-wielder might attack two enemies at once and a martial artist might engage many. The unit doing this should have specific Melee Attack stats for each of his attacks, less than his stats would be if he were attacking one enemy. He chooses multiple enemies per round to engage in Melee and Melee Attack, instead of just one. He cannot choose the same enemy more than once.
If a unit is wounded (even mortally) during a melee round, he continues fighting to the end of the round before his wounds take effect. Effectively, the wounds occur simultaneously at the end of the round.
If a unit chooses Maneuver or Flee, all enemies in melee range may choose to engage him in his chosen contest (Maneuver or Flee contest) one by one. The order in which they do so doesn't matter, because all results and possible damage are applied at once.
|=|=|=|=|=|=|=|=|=|=Stat Details=|=|=|=|=|=|=|=|=|=|
Specific stats for any given contest should be determined by the game master based on the situation.
===========Melee Combat============
This stat reflects your ability to trade blows with other characters in Melee.
The Melee Combat stat ranges from around 10 (untrained civilian with a sword) to around 20 (fully trained knight in full plate armor). Choose the Melee Combat stat based on the Melee Combat stats of the enemies who must be fought in Melee during the campaign. Add at least 2 or 3 to their stats to get your player's Melee Combat stat. This ensures the fights are balanced.
Then, break down the stat into components like this:
Melee Combat = Base + Agility + Armor
The reason is that some enemies or attacks will be able to bypass some of your armor due to their attack's strength or type. A giant trying to hit you with a tree trunk can treat your plate armor as if it was made of tinfoil. Another example is a peasant hitting you with a sledgehammer - your plate armor gives you only half protection against him, because his blunt damage can crush parts of it. Against these enemies, you reduce your Armor component by a certain percent (usually 50%, 90%, or 100%), which reduces your Melee Combat stat.
A typical heavily armored, expert Knight:
Melee Combat = 20
Base = 10
Agility = 4
Armor = 6
A typical lightly armored, expert Rogue:
Melee Combat = 17
Base = 10
Agility = 6
Armor = 1
Weapons with very long reach (usually wielded by an enemy, not the player) can give a substantial bonus to Melee Combat, but not to Melee Attack or Melee Defense. A huge ogre would be characterized by a very long reach on his club, giving him a Melee Combat stat of perhaps 20, plus enough force behind his blows to eliminate his opponent's Armor bonus. The reach bonus should be removed if the opponent Maneuvers close enough to strike.
=============Melee Attack=============
This stat reflects your ability to land an accurate hit, once you have an opening (a Melee Advantage). It does not refer to the amount of damage or armor piercing your weapon is capable of - that is handled separately.
Start with the formula:
Melee Attack = Base + Agility + Advantage
where Base and Agility are the ones you chose in the Melee Combat stat. Advantage can be 0. If you have a Melee Advantage, then Advantage is 2. If you have a Decisive Melee Advantage, then Advantage is 4.
Melee Attack should usually be similar to the Melee Defense of the enemies you will face, give or take a couple points. It should be adjusted for balance. If the character has great skill and precision with his weapon, Melee Attack can be increased.
============Melee Defense===============
This stat reflects your ability to avoid being hit when you are completely on the defensive, without trying to create aggressive opportunities.
A loose formula for a typical character's Melee Defense is:
Melee Defense = Base + Agility + Armor
As with Melee Combat, the Armor portion of Melee Defense is reduced if the opponent's attack penetrates armor.
If the character is an artful dodger without much weapon skill, then his Melee Defense may be increased an additional 2-4 points.
Unlike Melee Combat, Melee Defense does not receive a bonus from weapon length. So an Ogre may have a Melee Combat score of 20 (you can't trade blows with him), but a Melee Defense score of 12 (easy to hit if you can get up close).
===============Aim===============
If the ranged attacker can reliably hit somewhere on a man-sized target at a range of 10 meters, base Aim is 10. Trainee archer.
If the ranged attacker can reliably hit somewhere on a chest-sized target at a range of 10 meters, base Aim is 12. Soldier archer who finished basic training.
If the ranged attacker can reliably hit somewhere on a head-sized target at a range of 10 meters, base Aim is 16. Expert archer.
If the ranged attacker can reliably hit somewhere on an eye-sized target at a range of 10 meters, base Aim is 20. Master archer.
Weapon: Aim depends heavily on the type of weapon. A sniper rifle is much more accurate than a crossbow. A crossbow is more accurate than a regular bow or sling. A musket firing round balls is less accurate than a regular bow.
=============Ranged Defense================
Base: an unarmored stationary human out in the open, 10 meters from the attacker, has a Ranged Defense of 7.
Range: Add +4 Ranged Defense every time the distance from the attacker doubles. If the distance from the attacker starts to near the maximum range of the attacker's weapon, add +1 or +2 additional points to Ranged Defense. Penalty of -4 Ranged Defense if the attacker is within 5 meters, -6 Ranged Defense if the attacker is at melee range.
Armor: If the person is out in the open, add the Armor bonus. Note that many ranged weapons, such as crossbow or longbow bolts, or musket balls, are capable of penetrating plate armor that would stop a melee weapon. So, decrease the armor coverage percentage, and the Armor bonus, accordingly.
Cover: If the person is behind cover, or is lying down to present a smaller surface to the attacker, ignore the Armor Bonus. Instead count the percentage of the person that is not behind cover or armor capable of stopping the strike. 50% vulnerable = +2 Ranged Defense, 25% vulnerable = +4 Ranged Defense, 10% vulnerable (just the head) = +6 Ranged Defense, 2% vulnerable (just the eyes, such as if the defender is behind an arrowslit) = +10 Ranged Defense.
Motion: If the person is a moving target, add +2 to Ranged Defense. If the person is actively dodging or ducking from side to side or is involved in melee combat, add +4 to Ranged Defense.
Friendly fire: If the target is among friends of the attacker (such as if the target is fighting them in Melee), add additional +2 to Ranged Defense.
==================Stealth================
First, use your common sense in deciding whether stealth is even possible. You can't sneak up on an awake guard in a lit corridor from the front.
Base: A typical civilian trying to sneak quietly _behind_ a guard has a Stealth of 10.
Skills: Add up to 6 points for ninja training
The rest is up to situational factors, such as direction the guards are facing, terrain noise, kind of armor and clothing, lighting and available cover, and distance. Use your judgment to determine bonuses and penalties.
=================Perception================
Base: A typical guard with an alert state of mind has 10 Perception
Individual variation: Add 2-4 points or subtract 2-4 points.
Racial abilities: Non-humans with more acute senses, such as dogs, can get a bonus of +4 or more.
Distraction: as much as -4 to Perception if the unit is distracted by something
Boredom: -1 to Perception if the unit is bored
===================Speed=====================
Speeds are in meters per second.
Base: A normal, healthy unarmored person has a Speed of 6 (running speed)
Armor and encumbrance: Deduct 2 points if in full plate, deduct 2 points for a heavy 50 lb backpack, deduct 1 point if in half plate or heavy leather armor, deduct 1 point for a 25 lb backpack, deduct 1 point for a particularly heavy weapon such as a battleaxe.
Training: A world class sprinter has a Speed of 10. A fit adventurer or soldier has a Speed of 7 or 8 when not encumbered.
====================Strength====================
Represents ability to move heavy things. Most heavy weapons and armor (war hammer, longbow, full plate, two handed sword) require a strength of around 15.
A normal, slim, active person such as a thief, traveling mage, or peasant usually has a strength of 10. A trained knight or longbowman has a strength of 15. A circus strongman has a strength of 20. A small or sedentary character such as a child or bureaucrat has a strength <10.
|=|=|=|=|=|=|=|=|=|=Armor Penetration=|=|=|=|=|=|=|=|=|=|
This section describes the amount by which various attacks can ignore the defender's Armor bonus.
Basic armor types: leather, chain mail, steel plate
Unarmed strike - no penetration
Foil, sword, weapons used to cut - No penetration
Longsword (when used for blunt bashing) - penetrates 50% of leather or mail armor
Sledgehammer, battleaxe (used as blunt), morningstar (used as blunt) - penetrates 50% of leather/mail, and 50% of plate
Short bow arrow - penetrates 50% of leather
Longbow or crossbow arrow, musket ball - penetrates 90% of leather, 50% of mail or plate.
Giant weapon wielded by an ogre or giant - penetrates all armor
|=|=|=|=|=|=|=|=|=|=Injuries=|=|=|=|=|=|=|=|=|=|
The following are injuries that can result from the Melee Strike or Ranged Strike contests.
Possible results if the attacker wins with an edged or pointed weapon:
1: The attacker deals a flesh wound to the defender, not instantly crippling but with a 1 point penalty to combat stats. The GM shall decide the specific nature of the wound, which will remain with the defender until it is healed. Perhaps the defender is stabbed in the arm or leg, or in the abdomen away from vital organs. The GM may determine additional penalties based on the nature of the injury. An injured leg may reduce Speed, for instance.
2-3: The attacker causes serious injury to the defender. Not instantly fatal, but may be fatal if untreated. For example, the defender is stabbed in the gut or the lung, or he is blinded, or one of his limbs is rendered useless. The defender receives at least an immediate 3 point penalty to combat stats and his condition may worsen.
4: The attacker causes critical, perhaps immediately fatal, injury to the defender. Stabbed in the neck, the brain, the heart. Minimum 10 point penalty to combat stats until the injury is healed (if ever). If these areas are well protected by armor, instead treat as a serious injury.
Injury is Serious Business - it's not simply a loss of "hit points". Type and location of injury shall be determined by the DM, based on the type of attack, the location of the defender's armor and other common sense factors. Left untreated, a (1) injury will usually impair combat stats immediately and perhaps permanently, and might cause potentially fatal infection. A (2) injury will impair combat stats and often be fatal in hours to days if untreated. A (4) injury is likely to be fatal immediately. In some circumstances, such as if only the unit's head is exposed, a (1) injury may be treated as a (2) or a (4) since any hit is by necessity a serious one.
Possible results if the attacker wins with a blunt weapon:
1: A blow to the body or limb. Hurts, reduces all applicable stats by 1 for the next round.
2: Equivalent of a punch to the head (if exposed), or a stronger blow to the body or limb. Leaves defender reeling with temporarily reduced combat stats (around 2) for three rounds. Might break the defender's nose, jaw, or ribs. Can break a limb if a club or staff is used and the limb is not armored.
3: A disabling strike. Can be a knockout strike to the head, or breaking the collarbone or the sword arm so the defender can no longer fight effectively. Combat is impossible for an appropriate time (knockout strike several minutes; broken bone until it is healed).
4: A potentially fatal blow to the head or spine if the attacker wishes.
A very forceful blunt weapon can reduce the defender's Armor bonus, since some areas of armor that cannot be pierced may be crushed. See the "Armor Penetration" section for help on how this can be estimated.
A very heavy edged weapon may be used for a blunt Melee Strike against armor that cannot be pierced.
