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I have a couple proposals for rules, mostly intended to make the "story" of the fight flow better, and to streamline the process. Because let's admit, Gurochan is fairly casual and not a hardcore DND RP group with dedicated players. Simpler is better, imo. It's much better if a passer by can jump in without delving deep into complicated rules.

Proposal 1: Get rid of arbitrary strength / speed / armor numbers for characters. It's a lot of trial and error to balance, and people will abuse them. It should be simpler: say, you rolled 15 out of max 20. That's a pretty damn hard and painful attack. HOW it happens is up to you. Even if you don't have a "powerful weapon", it can be throwing the opponent out of a window. If you have a gun, that's a (not yet fatal) gunshot wound to an organ.

Proposal 2: Stick to miss / hit / critical hit, determined by one dice roll. No additional math like "roll for hit, roll for block".

A "miss" would constitute some failed attack, or the character literally missing a turn due to how much pain they're in, or an implied successful defense from the opponent. It's up to the writer(s).

A "crit" gives some nice bonus. The ability to roll again for a followup attack?

Proposal 3: Roll *before* writing the attack. Otherwise you're bound to get dumb edge cases like "X punches Y in the face, and it's a natural 20 critical hit!". Roll, consider the number, and come up with an adequate attack that describes it.

Misc: no godmodding / controlling the opponent's character, *but* you can assume (and write) *reactions*. If you want your attack to be "3 punches in the face", it's kind of implied that after the first punch the opponent is disoriented for a moment, or grunts in pain, or whatnot.
Post number No.5059
Board Role-playing
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