(EXPERIMENTAL) 1v1 Combat System for Cinematic Combat... and yes PvP.

Pandora

❮ II. Dungeon Knave ❯
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Pandora's "Crossing Stars" Duel System
Highly Experimental
As you may know, I dislike PvP in all forms due to possible salt farms, I also dislike pure rng with no consideration for a character's abilities, progress, or separation in character power put into play. However, I do think there is a place for quicker more cinematic duel-like battles rather than long drawn-out cycles. Of course, anything 1v1 is going to be usable for some sort of PvP but alas...perhaps this can be used responsibly.

A duel between long-time rivals.
A duel with your Nemesis.
A duel against your Superior/Master/Trainer.
A duel for the pride of your Faction or Kingdom.
A duel against a powerful enemy to hold them off until the rest of the party arrives or is ready to start the true final battle... or perhaps even a one of sacrifice.

I think 1 on 1 dramatic sequences are great for drama and allowing individual characters to shine (even if they lose, tragedy is its own spotlight). So here is a possible system to try out for those sorts of experiences. Feel free to offer suggestions or comments. Playtest this in your own stuff if you'd like (that's why I put this out there). Feedback is appreciated.

Disclaimer 1: Please note if used for PvP it is advised that both players are close in power and at least at a casually competitive level (C rank with at least 4 masteries) for maximum enjoyment. If you want the bragging rights of beating someone out of your league feel free but don't be salty about it when you lose (that goes for the stronger player if they lose as well).

The System


The Stats:
HP: Is set at 200 and increases by 20 per armor rank, all armors increase HP at the same rate. Some NPC and most Boss enemies may have HP bonuses in exchange for usually having a non-meta strategy.

Advantage Modifier: This is added to each die roll but not to the actual damage dealt! Gaining these modifiers varies and can range from passing checks to having certain masteries or alters in your build.

Damage: Is the result of every winning die made in the Attack Roll. Advantage modifier is only used for aiding a die in beating the enemy's roll, and is not added to the actual damage dealt.

All duels end in 3 cycles or until one side forfeits. The combatant with a higher remaining HP wins the battle. If it is a battle where HP must hit 0 then cycle 3 will have repeated attack rolls using the same advantage modifiers for each set of rolls until one side is defeated. In other words, by the end of cycle 3, the battle is at its climax and there are no more factors allowed to impact the outcome.

Initiative is based on a 1d10. Whoever rolls higher goes first in the Set Up Phase.


Set Up Phase

Both combatants do this phase before making the rp post (for this we can also call that the Battle Scene). This entire phase is done on Discord (either the rolls board or the event/challenge this duel is taking place in)

Choose from various options available. This phase is often the key to swinging victory in your favor.
You may choose one Spacing Move, one Advantage Attempt, and one OPTIONAL Expert Maneuver per cycle. Both combatants must post this before their attack roll each cycle.


Spacing:
Also known as Footsies in competitive fighting games. Some builds specialize in close or long-range combat. So maintaining an advantageous position during the duel can be important. All attacks have infinite range during a duel since your positions are constantly changing as you fight (even a slow stubby warrior can extend his reach with enough effort but how EFFECTIVE was that effort?). Rather positioning represents how easily you are getting in or staying out of the enemy's preferred range. Thus giving advantage modifiers based on where you want to be for your build.
  • Pull back: Move 1 row back from the enemy.
  • Hold: Stay put +1 advantage due to focusing entirely on your attack instead of positioning.
  • Push Forward: Move 1 row towards the enemy.
You may move 1 row only per cycle unless you have succeeded in a unique Advantage Attempt option or Expert Maneuver that allows further movement.
  • Spacing Map Example: ROW | Player 1 | ROW | Player 2 | ROW
  • Depending on location or scenario certain rows may have additional effects such as being damaging granting extra advantage mods etc.
  • There is no front or back to the Duel Map. So additional rows are added as needed.

Advantage Attempt:
Basically, the "star" action of duels as they have the largest impact on the result of your Attack Roll. These are the equivalent of trying to find real-time weaknesses in your opponent or ways to use the battlefield to your advantage. Depending on the setting these can affect the advantage modifier or other things. such as adding extra damage sources from terrain, wandering monsters, etc Unless there is a stage-select type of scenario for a random battle area with unique options., the below are the default.

Activate Armor Ability: Surge, Haste, or Indomitable. Only available once per Duel. Unlike other modes of combat, Armor Abilities are considered an Advantage Attempt and not a free action. So you cannot do both in one cycle.
  • Light Armor: Grants Surge allowing you to ensure any one die's attack roll you made to hit. Surge and Indomitable can cancel each other out. Surge cannot be used to counter Surge.
  • Medium Armor: Grants Haste allowing you to close/expand the distance or accurately strike a keep-away foe as if you had the necessary alters. Choose either Dynamism/Battle Spirits or Hyper Sense/Summon/Evoke advantage effect this cycle for yourself and cancel their bonus this cycle.
  • Heavy Armor: Grants Indomitable allowing you to negate any one die's attack roll from your enemy. Surge and Indomitable cancel each other out.
Advantage Check: Performed before every Atack Roll. Roll a Mastery Check against the enemy's DC (their respective save). If you beat it, gain a +2 advantage to all attack dice. If the enemy has the same mastery and both pass their DC a clash! occurs (think Dragon Ball beam struggle, Staring Contest, Crossing Swords, etc) that must be cleared by repeating both mastery checks, and the higher roll gains a +3 advantage modifier while negating the opponent's mod. If both sides clear their checks and did not use matching mastery then both gain the +2 advantage modifier.
  • Arcana/Astra/Geo/Hemo/Hydro/Illusion/Aero/Dark/Pyro/Animancy/Chrono/Divine/Harm/Nature/Spirit/Aura/Corrupt/Evoke/Hyper/Mend/Summon are vs Will.
  • Beast/Guard/Crush/Martial/Pierce/Ranged/Shadow/Slash/Alchemy/Magitech/Battle/Dyna/Meta/Weapon are vs Fortitude.
  • Reflex can be used against any mastery but is halved if you are in their row or use Medium Armor's Haste.
Dynamism/Battle Spirits Users: Gain a +3 advantage if they are in the enemy's row. Enemy Haste cancels this (unless you also use Haste in which case you keep your advantage mod).

Hyper Sense/Summon/Evoke Users: Gain a +3 advantage if there is one row between them and the enemy. Enemy Haste cancels this (unless you also use Haste in which case you keep your advantage mod).

Advantage Modifiers do not carry over between cycles!

(Optional) Expert Maneuver:
In a 1 on 1 struggle, even your expertise can help you gain an edge. Before the Attack Roll, you can choose to make an Expertise check vs the enemy's same stat (Fitness vs Fitness, the opponent must make roll the check-in response). Whoever rolls higher gains the effect. Even if they were not the instigator of using the check! Each Expertise Maneuver can only be used once per duel by each combatant.

Example: Knowledge check of 50 vs Knowledge check of 25,... results are 72 vs 88... uh oh, looks like that was a mistake genius! The enemy gains a +2 advantage modifier!
  • Fitness: Success puts you immediately in the enemy's row or 2 rows away based on your preference. This happens regardless of whether or not the enemy moves.
  • Knack: Success puts you immediately in the enemy's row or 2 rows away based on your preference. This happens regardless of whether or not the enemy moves.
  • Knowledge: Success gives you a +2 advantage modifier and reduces the advantage modifier of the enemy by 1.
  • Awareness: Success gives you a +2 advantage modifier and reduces the advantage modifier of the enemy by 1.
  • Presence: Success reduces the advantage modifier of the enemy by 3.

Attack Roll: Finally once both sides' setup is over, both make their attacks using all the advantage modifiers you've accumulated! All Attack Rolls start at 1d20 (for the fresh-faced straight E ranker) to an additional 1d20 per each mastery and weapon rank above E. Every die is then matched with the enemy/rival roll and you land the damage of that die roll if it's higher than theirs. If any die ends in a match with the same opponent, you both score the hit. Any die rolled that is beyond those available to your opponent (your ranks are higher) is free damage. The Maximum amount of Dice any one Player can roll is 26 (1 starter d20 +25d20s from max masteries and weapon).
  • Example: C MR and C WR would be 5d20s but C MR and D WR would be 4d20, and an E MR with C WR would be 3d20.
  • Example 2: (Player 1: 12+10+4+18+15) vs (Player 2: 11+3+6+18+2) The bolded rolls all win out because they were higher, thus Player 1 takes 24 damage and Player 2 takes 45 Damage. Matching means both take that damage so Player 1 is winning so far!
  • Example 3: (Player 1: 12+10+4+18+15) vs (Player 2: 11+3+6+18+2) Same roll as before but this time, let's add in the advantage modifiers! Player one added 2 while Player 2 added 4. Now the results are (Player 1: 14+12+6+20+17) vs (Player 2: 15+7+10+22+6)... so now Player 2 has turned things around! Remember that the advantage mods do not add to actual damage only affecting whether the attack succeeds or not. So now Player 1 takes 35 damage and Player 2 takes 25 damage.

Combat Phase

This is the Battle Scene where all rped actions are played out based on the rolls made by both sides. The combatant that dealt more damage posts first in the combat phase and sets the tone of the scene. Each hit landed with the Attack Roll should be considered as a landed hit in the sense that the higher the roll of damage was the harder the blow was felt. Of course, you could just rp all the rolls as a single powerful attack while your opponent talks about how they were hitting you all over if you'd like!


Results

The duel's results are finalized after one side forfeits, cycle 3 concludes or one side hits 0 HP. Duels outside of DM/Narrator content do not cause death, and only cause death in those if it's truly a duel-to-the-death type of situation.


To Conclude this is what a Duel's flowchart should look like:
  • Set Up Phase: Players 1 and 2 both set their Spacing Move -> Advantage Attempt and Optional Expert Maneuver -> Attack Roll.
  • Combat Phase (Battle Scene): The Player who scored higher damage posts first then the other Player. Double posting is acceptable here!
  • Repeat the two above phases until 3 Cycles play out one side forfeits, or someone's HP reaches 0.
Optional Rule Swift Duel
Sometimes you don't want to have multiple cycles and would rather just have a single condensed fight scene in one post each. That is where Swift Duel comes in. To use, just perform 3 Spacing, Advantage, and Expertise actions in a row followed by your Attack Roll multiplied by 3 as in if you had 26 dice, you now roll 78. Yes, this would be a lot of dice but now both combatants can write out a single battle scene without having to slowly chug through what could possibly be multiple days of cycles.

Disclaimer 2: I repeat, I do NOT condone or accept PvP in Narrator content. Any form of duel that takes place there if ever is entirely PvE or PvNPC.


 
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