Hello, all! As you know, I've decided to run a little celebratory event for the guild, and I've come up with a combat system to use during that particular portion of the evening. During this event, we will be taking a somewhat unorthodox approach to combat, but I hope you all enjoy what I've put together. The rules are as follows:
The combat will be turn-based, as usual, with turn order determined by initiative rolls by each player character. This will be a d20 roll in-game, and higher numbers will go first. Any "minor enemies" will also get a d20 roll for initiative, made privately by the DM. The "major enemy" will not get a d20 roll, automatically going at the end of each round in it's own phase, with it's own set of rules to follow. The only exception to this is the first round, in which the major enemy will go immediately.
What is A Minor/Major Enemy?
In short, a minor enemy is a smaller minion enemy, easier to kill, and the major enemy is like a boss creature, which is stronger and has special rules to follow during it's turn.
This combat system focuses on a number of hits in order to take down an enemy, rather than a pool of hit points. Every successful hit will lower the remaining number by 1, regardless of the character's personal strength or power. This applies in reverse, as well, to the player characters.
What qualifies as a successful hit?
When making any kind of roll, be that to heal, to attack, or to boost someone else's abilities somehow, you MUST roll a d6. A 1, 2, or 3 is a failure, and a 4, 5, or 6 is a success. In certain cases, which will be covered later in this guide, that set of successful numbers versus failing numbers may deviate.
How many hits do I have?
Each player character will start out with a pool of 10 hits. This number is capable of increasing or decreasing due to healing items/spells, shielding abilities, and many other possible things.
What can I do on a turn?
Well, that's a great question! You can do any number of things on a turn, but it must be broken down into no more than three steps. For example: If your character has a dagger in their bag, which is a few feet away, they would be able to move to their bag (1), retrieve the dagger (2), and move closer to an enemy (3). If set up that way, there would be no roll to be made that turn, and that would be the end of it. You could also attempt to throw the dagger at an enemy for your third step, which would initiate a roll. This is just one basic example of a turn.
Can we attempt combo moves?
Absolutely! In the case of a combo turn, you go with the lower initiative. Say Player A rolled a 6 for an initiative and Player B rolled an 18. You would go with the later number in the order for a combination turn, which is Player A's 6. This gives reasonable time IC and OOC to plan said movement. The three step rule still applies, but to each character individually, making a total of six steps within the turn.
How do support abilities work?
Support abilities, such as things that boost or reduce power, work on the same d6 roll as other mechanics. On a success, they will grant the target either a + or a -. A + means that you gain an additional number for success on a die, and a - means you gain an additional number for failure. So, someone with a + would suceed on a 3, 4, 5, or 6, and someone with a - would succeed on a 5 or a 6. Healing spells/items do not count as support abilities, but as the sort of antithesis to attacks.
So, wait, there are no limits?
This system is designed to have fun! Limits, however, do exist. Your may absolutely take a silly turn for the combat, but it must be something within the reasonable level of possibility for your character. That being said, there is one more topic for this system we must cover...
The Rule of Cool
We're bringing in the Rule of Cool, or the RoC, for this system. If you have an AWESOME idea for an attack or anything else on your turn, you must whisper the DM before your turn begins and explain the idea. If it's cool enough, while still being within the realm of possibility for your character, you will receive a temporary + to your roll, for only that turn, granting you a higher chance of success. If not, you continue your turn as normal.
With these rules in place, I'm very excited to try running my first ever combat event! Please feel free to ask any questions here or in discord, I'm happy to answer them! Go Gryphons!~