phantomdoodler
Mongoose
I picked up a couple of gamebooks around 15 years ago, illustrated by gary chalk called prince of shadows. They were clearly inspired by lonewolf, featuring similiar mechanics. I actually prefer the combat system. It may be possible to adapt to lonewolf:
Combat:
Each character has a Strength rating (its a combination of CS and EP), equal to 4d10, min 20. In combat, each side gets an action. To hit someone, roll d100. You need to get equal to or under your current Strength rating, plus 25 if you have an appropriate combat skill (Fencing for swords, Street Fighting for daggers, unarmed combat, or improvised) You also add your weapons combat value:
Bare Hands: 2
Improvised: 5
Dagger: 7
Spear: 8
Sword/Mace/Axe: 9
Halberd/double handed sword or axe: 10
From this total, subtract your targets armour value:
Leather: 10
Mail: 15
Mail and Plate: 20
Roll d100 - you need to roll equal to or under this value. If you succeed, you must reduce your targets Strength rating by the weapons combat value. Then the opponent gets an attempt to strike.
Example:
Bright Fox, with Strength rating 26, armed with an axe (9) and wearing a chainmail waistcoat (value 10)
is facing a Giak with Strength 20 , a scimitar (9) and wearing chain (-15).
Starting with round 1, Bright Fox has 26+25 (he has a combat skill)+9-15 chance of hitting, or 45%. Fortunately he makes this, so the Giak is reduced to 11 Strength.
Now its the giaks turn. He needs 11 + 25+9, -10% or 35% chance.
Ok, so this would require some work to create a fully rounded game, but i think it has potential. Possible the system could involve attributes (such as Strength) rated 20 to 40, and a skill/Discipline system which increases one of these by +25%. For instance, off the top of my head, a player could choose Weapon Skill, which increases your Strength rating by 25 when using a specific weapon, or Hunting, which increases Agility rating by +25 when hunting or stalking prey.
Combat:
Each character has a Strength rating (its a combination of CS and EP), equal to 4d10, min 20. In combat, each side gets an action. To hit someone, roll d100. You need to get equal to or under your current Strength rating, plus 25 if you have an appropriate combat skill (Fencing for swords, Street Fighting for daggers, unarmed combat, or improvised) You also add your weapons combat value:
Bare Hands: 2
Improvised: 5
Dagger: 7
Spear: 8
Sword/Mace/Axe: 9
Halberd/double handed sword or axe: 10
From this total, subtract your targets armour value:
Leather: 10
Mail: 15
Mail and Plate: 20
Roll d100 - you need to roll equal to or under this value. If you succeed, you must reduce your targets Strength rating by the weapons combat value. Then the opponent gets an attempt to strike.
Example:
Bright Fox, with Strength rating 26, armed with an axe (9) and wearing a chainmail waistcoat (value 10)
is facing a Giak with Strength 20 , a scimitar (9) and wearing chain (-15).
Starting with round 1, Bright Fox has 26+25 (he has a combat skill)+9-15 chance of hitting, or 45%. Fortunately he makes this, so the Giak is reduced to 11 Strength.
Now its the giaks turn. He needs 11 + 25+9, -10% or 35% chance.
Ok, so this would require some work to create a fully rounded game, but i think it has potential. Possible the system could involve attributes (such as Strength) rated 20 to 40, and a skill/Discipline system which increases one of these by +25%. For instance, off the top of my head, a player could choose Weapon Skill, which increases your Strength rating by 25 when using a specific weapon, or Hunting, which increases Agility rating by +25 when hunting or stalking prey.