When the first posts about MRQ combat were made someone suggested all combat might be contested rolls between attacker and defender. I started thinking that was an interesting idea.
Basically, I envisioned it working like this:
1. Attacker declares attack
2. Defender declares reaction (if no reaction is available, then results as if Defender failed to Dodge)
Dice roll, results as follow:
If Parry v. Attack,
1. Attacker succeeds + Defender fails = Hit
2. Attacker fails + Defender fails = Hit (minimum damage) + Parry 1/2
3. Attacker succeeds + Defender succeeds = Hit + Parry
4. Attacker fails + Defender succeeds = Hit (minimum) + Parry + Defender advantage
If Dodge v. Attack,
1. Attacker succeeds + Defender fails = Hit
2. Attacker fails + Defender fails = Miss + Attacker advantage (1/2)
3. Attacker succeeds + Defender succeeds = Miss + Attacker advantage
4. Attacker fails + Defender succeeds = Miss
My actual chart is more complex because it includes fumbles and criticals, plus details the actual advantages (e.g. riposte, forcing opponent to move, bonuses on later attacks, damage to attacker's weapon, etc.), but the basics are the same.
I thought this would be very deadly, involve some interesting strategy choices, be relatively quick, yet retain a certain realism.
Has anyone tried something similar to this?
Basically, I envisioned it working like this:
1. Attacker declares attack
2. Defender declares reaction (if no reaction is available, then results as if Defender failed to Dodge)
Dice roll, results as follow:
If Parry v. Attack,
1. Attacker succeeds + Defender fails = Hit
2. Attacker fails + Defender fails = Hit (minimum damage) + Parry 1/2
3. Attacker succeeds + Defender succeeds = Hit + Parry
4. Attacker fails + Defender succeeds = Hit (minimum) + Parry + Defender advantage
If Dodge v. Attack,
1. Attacker succeeds + Defender fails = Hit
2. Attacker fails + Defender fails = Miss + Attacker advantage (1/2)
3. Attacker succeeds + Defender succeeds = Miss + Attacker advantage
4. Attacker fails + Defender succeeds = Miss
My actual chart is more complex because it includes fumbles and criticals, plus details the actual advantages (e.g. riposte, forcing opponent to move, bonuses on later attacks, damage to attacker's weapon, etc.), but the basics are the same.
I thought this would be very deadly, involve some interesting strategy choices, be relatively quick, yet retain a certain realism.
Has anyone tried something similar to this?