A small system for handling duels and small-scale fighting based on ten-sided dice.
Numbers are listed in % followed by the actual number(s) affecting a d10 roll.
I made this to make conflicts like duels more exciting and introduce chances to a fight. You are strongly advised to consentually ignore any rule to make your fighting scene more interesting. Good storytelling should always compromise any rule.
Basics
Turns:
Roll a d10 to determine who acts first if that's not determined by the scene itself. higher number acts first in that case.
On your turn you can perform either an attack or a maneuver. Of course you can also do a lot of different things, but in those cases you simply have to decide how that affects the fight by storytelling. Defense happens outside of your turn, when your opponent successfully attacks you.
Basic roll chance:
Your basic to-succeed chance is always 50% 1-5
Modifiers
Modifiers modify the basic chance of a roll, making it more likely to succeed or fail.
Knowledge:
Pick one area of expertise (example: fire magic, magical traps etc.).
Pick one area of unfamiliarity.
These mofifiers are bound to your character and can't be changed before a fight. They reflect your character's special skills and setbacks. These modifiers only apply on attacks, not on defense.
- Expertise +10% +1
- Unfamiliar -10% -1
Stance:
You can pick a stance each time it's your turn to perform and action. Just include it in your emote. Example: "Nathyn gathers all his power to cast a powerful life drain spell (aggressive)".
- Neutral: no modifiers
- Aggressive: +10% +1 on next attack, -10% -1 on next defense
- Defensive: +10% +1 on next denfense, -10% -1 on next attack
Advantage/Disadvantage:
These are applied by maneuvers (see the FIGHT! section).
- Advantage: +20% +2 on next action
- Disadvantage: -20% -2 on next action
FIGHT!
On your turn you basically choose to attack or using a maneuver. Defense is a free action after your opponent successfully attacked you.
Actions:
You perform an action by applying modifiers to the basic chance and roll a d10.
- Attack: If your opponent fails the defense roll you inflict a hit.
- Defense: An automatic action to avoid a hit whenever your opponent successfully attacks or uses a maneuver against you.
- Maneuvers: Anytime your action is not aimed to inflict a hit on your enemy and succeeds, you can either have an advantage for your next roll or inflict a disadvantage on your opponent. If you chose an aggressive stance for the maneuver you get both the advantage on the next roll and inflicting a disadvantage.
Consequences:
On a hit you can either yield and lose or pick a consequence. The first consequence you take has no impact on the fighting rules, each additional consequence applies a -10% -1 modifier to all your rolls. Consequences can be anything that hinders your character, be creative.
You lose!:
- You can yield anytime and pick yourself how exactly that happens.
- As soon as your total modifier for consequences adds up to 50%, the next attack that hits, takes you out. In that case, yourenemy determines your fate (character death not included).
Powerlevel (PL)
A difference of one powerlevel applies modifiers to both characters. If the difference is higher the higher PL character automatically wins any "fair" fight.
On a difference of one powerlevel:
- Applies a modifier of +20% +2 on the higher PL character and -20% -2 on the lower PL character on all rolls.
- the lower PL character receives a mofifier of 20% 2 for each consequence taken which includes the first consequence in this
case. The higher PL character ignores the first 2 consequences.