Recently on Discord I was involved in a conversation in which someone was seeking a way for warriors to feel more dangerous against magic-users, magic-users were more dangerous against archers, archers were more dangerous against warriors - a sort of fantasy RPG rock-paper-scissors. As part of the discussion, I suggested that using a PC’s EFFORT bonus as damage reduction against that same type of damage might facilitate that idea, even if it wasn’t exactly what they were looking for. Since then, this idea has taken root in my head, along with the heads of a few others, and so I’m writing it out here to share with all of you in as much detail as it currently has.
The System:
- No Attack Rolls: attacks automatically hit; proceed to rolling the appropriate EFFORT category for the attack.
- EFFORT dice explode, meaning whenever you roll the highest number of the die type, you roll it again, and add it to your total. This is how attacks “crit”.
- EASY and HARD when applied to attacks are +2/-2 effort respectively.
- DEF bonus acts as damage reduction. I recommend lowering the DEF bonus of all the armors by 1, so clothes of any kind provide no bonus, light armor is 1, medium is 2, heavy is 3, and a shield gives +1.
- The EFFORT bonus if the one being attacked acts as additional damage reduction, based on the category of the attack; ergo, a WEAPON attack against a PC is reduced by that PC’s WEAPON effort bonus. This means PCs can either have very narrow but strong attacks and defenses in one category, or relatively weak attacks and defenses in multiple categories.
- If the DR from the opponent drops the damage done to >0 the attack will be treated like a fumble.
- Spells are no longer roll to cast, but are roll to store. I have devised 2 forms of magic: Blood Magic - the PC starts with a number of free spell casts equal to their MAGIC bonus. They may gain more casts by spending an action to make a check for their associated casting STAT, and upon success, they gain another cast. PCs may also burn HP for additional casts.
Component Magic - the PC has a usage die starting at D6 for a Mage or Priest type which is rolled upon every cast. If the die is a 1, it is reduced by one step to the next lowest die type. Once a 1 is rolled on the D4, the mage is out of prepared magical reagents, and must prepare more. Scrolls, wands, and other spell-storing loot items have their own usage dice associated with them. Usage dice can be recovered/increased with stat checks doing hearts of effort. - There is an argument to be made for MAGIC bypassing armor-based DR. I think we’d need to test this before landing on an answer. At this point, do whatever feels right to you.
- ULTIMATE effort should be achievable through specific circumstance. This means consider giving PCs ways of making their attacks ULTIMATE; if one PC is pinning an enemy, let the other PC’s attack do ULTIMATE (but don’t give the bonus from another category; siloing those categories is important in these rules); if the PCs are set to shoot the guard through the sliding peephole in the tavern door when he opens it, let that attack do ULTIMATE since it’s going in his face. Anyone suffering ULTIMATE damage is only applying their bonus to ULTIMATE as DR, not whatever would normally apply to the kind of attack.
That’s basically what I have so far, but this is an ongoing and evolving conversation. Chime in below with your reactions and insights.