Dice Combat

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This is a work in progress, and more information will be posted as it develops. Feel free to post any comments, suggestions, or criticisms you may have on this article's Discussion page.


Contents

The Reason for Dice Combat

The Dice Combat system is a project designed to fill a void in City of Heroes, which does not provide a fair combat-resolution system between two characters. Player-vs.-Player combat is inherently stacked in one character's favor in many situations, where one player may have a billion-inf PvP build and the other does not. Since these attributes do not necessarily represent the characters' capabilities in terms of roleplay, CoH's PvP system is not a universal answer to this need. Another alternative many players rely on is text-fighting. However, text-fighting is only viable when both players collaborate and agree to fight fairly. While this, like PvP, certainly has its place, a character can only lose in text-fighting if he chooses to admit defeat, making text-fighting a godmodder or an unskilled player a highly unsatisfying occurrence.

This system aims to provide a third option - a dice-based combat option utilizing the /e dice emote. Ideally, the completed system will be fun, fair, easy-to-understand, and unambiguous as to which player wins, and which player loses.

The Concept

Dice Combat is, at its core, an abstract system. It is designed to cover any combat, whether it be a nonlethal fist-fight, a mental battle between two psychics, or a no-holds-barred duel to the death. As such, its concepts are vague and nonspecific. These are intended to be filled in through roleplay and player creativity. For example, a player's "hit points" don't need to represent physical injuries, and could be anything from morale to endurance to powered-armor-battery-life. What matters is that when a player runs out of them, he or she loses the conflict.

Rules

At the beginning of a conflict, each participating character has ten hit points. Like most things in this system, these hit points can represent many things, from the amount of mana available left to power a mystical shield, to simple injuries, to even level of exhaustion until a character becomes too tired to keep dodging.

When a player runs out of hit points, he loses.

To begin a conflict, each combatant rolls a die using the /e dice emote. The highest result goes first, the second highest goes second, and so on. In the case of a tie, re-roll (all bonuses or penalties which apply to a roll also apply to all of its re-rolls). This turn order remains consistent until the battle ends.

Actions

Normal Actions

On each player's turn, they select one action from the list below:

More options may be added later.

Special Actions

The following special actions may be taken even when it is not your turn.

Combat Mechanics

The mechanical properties of how various aspects of combat function are described here.

Roleplay guidelines

The following are several guidelines which should be used to incorporate Dice Combat into the regular roleplay of a scene.

"Immunities"

There is no place in this system for players who posit that their character should be "immune" to the attacks of their opponent, due to some metahuman power to shrug off all damage, move faster than light to dodge blows, or become intangible and untouchable. You are perfectly free to describe "dodging" or "resisting" an attack via one of these methods, but if you are participating in combat using this system, you must subject yourself to the possibility of being defeated. If you feel that your opponent's character is literally unable to harm yours due to a colossal difference in power levels, you should not be using Dice Combat to resolve the conflict, since there is no battle to be had. If the other player disagrees, both of you must resolve your differences in opinion before any conflict can begin. Perhaps the supposedly weak MA/WP scrapper possesses a one-shot item which can temporarily disable your immunity, or uses powers you'd normally be immune to to strike at your allies, prompting you to surrender to protect them (or, to flee the battle by racing to rescue said allies). Creativity is required even more in the Dice Combat system than in text-fighting.

Differences in relative power

While it's certainly true that superheroes with the power to destroy entire planets rub shoulders with normal humans who just have some martial arts training under their belt, these distinctions have no place in a Dice Combat system. The time and place to resolve such power differences is outside the scope of Dice Combat, and should be roleplayed around, rather than brought up in a statistical, dice-based game.

Furthermore, comic books have a long history of producing unlikely winners in "crossover" comic books, such as when Wolverine (a mutant with sharp claws and the ability to heal quickly) defeated Lobo (an immortal creature with strength comparable to Superman, and a limitless healing factor which is even capable of growing entirely new clones of Lobo, each with the same powers) in a DC vs. Marvel crossover comic. The Dice Combat system follows this precedent when dealing with beings with vastly different power levels, accepting that it is a game, not a simulation.

Winning a conflict

The winner of a conflict resolved via this system does not choose what happens to their opponent when they are defeated. "Victory" and "defeat" come in many forms, and winning a Dice Combat match only guarantees a "victory." For example, the loser might escape, injured, to nurse their wounds, or he might be flung off a cliff, to splash down into the water below, with people above saying "No one could survive that!" This is up to the loser, but it's always clear who was the "winner," even if he doesn't rip off his opponent's head with a savage battle cry or riddle his body with bullets.

Footnotes

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