EccentricM's RP Combat Tabletop System: The Force

EccentricM

New member
Introduction

This is my own homebrewed RP system.

The system operates on a points spending system, as well as a roll system for Force combat where almost any and all feasible actions that a player can imagine in combat can be performed, but governed by a fair system which combines both dice rolls and player skill.

What this system attempts is to end both god-tier Force users and to put an end to OOC squabbles about who is beating who, and who is more powerful than who. This system makes it both realistic and fair for all. It includes how many powers you can have, how good at them you are, how they interact with each other in combat in accordance to dice dueling and yet allows for player smarts and strategy.


"What if I don't like this system?"

That's ok! You can borrow what elements you like and what you don't you can leave behind or alter. (Just credit me cause this took a lot of time). Happy RPing.
 
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EccentricM

New member
The system


Basic Combat


Key

Below is the short-hand key to understanding the combat section of this system at a glance, for further details, readers may look further down if they really seek the nitty gritty, but hopefully this basic key should provide enough basic understanding for people to get underway.

Distance = Being in melee (close) range or out of melee range, costs 1 emote turn to move in or out of
Attack = Attacking physically | D20 (Unless a specific abililty specifies another dice)
Force Cast = Offensive or Defensive power | D20 (Unless a specific abililty specifies another dice)
Force Lock = Two opposing powers match each other | Combatants roll again, 3 in a row, powers cancelled
Force Combine = Attacking with a Force Power and physical attack in a single turn | 2D20 halved
Block = Stops a physical attack | d20
Avoidance = Gets out of melee distance from an attack or avoids a ranged attack | D20
Static Avoidance = Avoids attack whilst remaining in distance | D20 halved
Avoidance strike/cast = Getting out of distance whilst attacking/casting | 2D20 halved
Entry strike/cast = Getting in distance and attacking/casting | D20 halved
HP = Health points | Default 100 (Character attributes not abiding)



Detailed Breakdown
Combat generally is fluid and easy to do once the system is understood. Two or more opponents have a total HP count of 100 . Opponents take turns to "cast" their powers. Some abilities you have will affect the outcome of rolls, some of them causing bonus damage for the attacker, and certain abilities can give a person the option of defending against an attack.

Some abilities will have 'zero' affect when it comes to defending against an attacker's roll; e.g Trying to block a Force Push with your lightsaber, or trying to "run out the way" of telekinesis, and so on. Doing something like this will invalidate your defence and the attack 'will' hit you. Thus you 'must' use the right tactics to attack and defend.


For attacking rolls, that roll typically inflicts damage to HP. Rolls here are done with D20.

For defence a defence roll can be applied. If you roll a successful defence it can "block" all attack damage by the opponent or "avoid" it and move out of range (more on attack ranges will be described below in the next section), but only if the roll is higher, otherwise the attacker's roll hits as default. If both characters roll the same number during a "block" attempt they are then engaged in a "Force Lock". During a lock both must roll again, the highest roll wins and that is applied as damage. If locked three times in a row, then both fall down to the floor on the spot and each other's powers are cancelled. If two rolls are the same during an "avoidance attempt, the attack wins by default.

Using a Force combine, a character may perform a physical (e.g lightsaber) attack or defence and a Force power cast within a single turn, however both rolls will be halved in score.


On attacking range. As mentioned in the Lightsaber combat thread, to attack with a lightsaber, you must be in "within an attacking range", powers however are generally free of range limits (within reason). Certain powers will come in handy for controlling distance, like Push or Pull. Distance control will tie in nicely with the saber combat system, as both that system and this system freely merge together.

If trying to implement an "avoidance" roll as opposed to a "block" this means you are choosing to move out of range from your opponent to get away from the attack rather than blocking it. As a result if you wish to attack your opponent with something that requires you to be close to them (such as a power that requires physical touch, or a physical attack) you must spend an emote turn going "back into attack range" and then wait for your next turn to actually attack. When you are out of range the same is applied to the opponent, to attack you with something that requires them to be face to face, they too must spend a turn to get close to you. Be aware, that certain powers cannot be "avoided", but only blocked or countered.

However... there is the option to either "Enter-Cast" or "Evasive-Cast". This means that you may enter or exit melee range whilst casting a power, however the power cast roll will be halved in score. The same penalties apply to "avoidance rolls" if casting a power at the same time, meaning both the "avoidance" and the "power cast" will be halved in score.



Force Cooldowns
Force Powers in general have a "global cooldown", in that once one Force power is used in combat, the character may not cast any other Force power until "3" turns have passed, unless a certain power specifies otherwise. (For example, when certain power is cast, a character may not be able to use the Force until "10" turns have passed. E.g: John casts Force push, three turns pass by, and John casts Force Maelstrom, no powers can be used again for another 10 turns).

Certain powers when cast shall have a "turn chaining" ability, where a power cast can be held continually for a certain ammount of turns, such as Force Choke or Force Lightning, whereas some powers can be held indefinitely, for example Force Supression, but would require continual focus where no other actions can be taken. After the power has dropped, cooldown applies.



HP Injuries & Recovery

At the end of a fight, a character's HP (health points) amount will be permanently froze and is to be considered that character's maximum HP, until recieving long term medical treatment (ie; healing meditation, bacta, etc) slowly restoring their max HP over time.

Example: John fights Bob. John has 100HP, in the fight, Bob manages to take away 30HP from John, but John had won the fight (Bob is at zero HP). John now has 70HP, and will always have 70HP as his maximum until performing "out of battle healing"(which come in various forms, and are found and described in ability descriptions throughout the system) over a period of days accordingly, which repairs a character's max HP.

When John fights in another battle and hasn't recovered, if using a combative healing ability, his health can only be replenished to the amount of 70HP.

HP injuries are also accumulative.

Example: John rests and heals with healing meditation for one day (10 max HP recovery per day). John then fights Luke, he starts with 80HP due to not yet fully recovering from his previous fight. He wins against Luke, but lost 20HP in the fight. Now John has max 60HP, and must continue to keep recovering to restore his max HP.
 

EccentricM

New member
Attributes


Character attributes will affect various abilities. If one has an attribute point in strength for example, one's physical attacks will gain a +1 to all rolls, and vice versa for minus attributes.

With attribute allocation, all players shall start out with "0" on all attributes, with 4 points to spend by default. The maximum score an attribute may reach is 4. An attribute may also have a minus to no limit. One may choose to put an attribute into a minus number in order to gain a point for spending and transferring it to another attribute, so long as one not exceed the limit of 4 points maximum per attribute.




STRENGTH
Is responsible for bonuses to melee blocks & melee damage (ie; attacks that have landed), but not attack rolls ie; "chance to hit".

DEXTERITY
Is responsible for avoidances, lightsaber blaster deflection, and attack rolls ie; "chance to hit", but does not add bonus damage to attacks that land..

CONSTITUTION
Represents health. More constitution will provide more HP. Per point in this atribute, 15HP are added to your overall health pool.

WILLPOWER
Is responsible for both the resistance and effectiveness of Force powers. As such each point shall provide a bonus point to all Force power rolls, either defensively or offensivly.

Willpower also represents the strength of one's mind, and thus applies to the mental resistance of FS and non-FS characters both against mental attacks, should they land (I say this as some FS characters may have defensive powers which can prevent mind attacks from even hitting them). If a mental attack hits the character, a pure willpower resistance shall be rolled. If Willpower is at 0, they must roll a D6. A D10 is rolled against it if at 1, a D20 if Willpower is 2, and if at a level 3, a D100 shall roll for one's mental resistance, at level 4 Willpower one is immune to mental attack.

If one’s Willpower attribute is a minus trait, each point behind 0 (e.g -1, -2, etc) shall add an extra duration turn of mental affliction from a successful mental attack. (For example, if “Force Fear” caused 3 turns of affliction by default on a target, a character with -1 Willpower shall be afflicted for 4 turns).

As a general rule, the abilities these attributes support are the set default for the the entire system, UNLESS a specific skill specifies otherwise.



Power Levels & Application of Powers to Force Combat

You will note that some powers have levels which require more points. If you come across this, do not make the mistake of thinking you can skip to the highest level for only the cost of points of that level alone. In order to purchase a level up with points, you must first purchase the previous level. eg; Level I (3 points) Level II (10 points). You cannot skip to level II and buy it for 10 points in the attempt to save you 3 points. You must spend 13 points in total for level II.

These levels will play into both RP force ability and the dice roll system for Force combat. Typically in a Force application, the roll shall equate the effectiveness of the power casted on a target if they make no or have no defence.

However, there will be a roll contest if an opponent has an applicable defence. The result of the rolls will depend on the skill level of the character's power. Both players roll, the one who hits the higher number wins. If both Force users resulting numbers match, they are engaged in a "Force lock", they roll again to determine a winner. If by chance three Force locks are done in a row with no winner then it is a draw, both character's powers are cancelled out, and both are simply knocked to the ground on the spot.

However, if there is a clear winner of the Force contest, then the winner's roll usually (with exceptions) determines the effect of their power on the target.


Methods of Learning and Training RP Force Powers

One must consider "how" they learned these powers. Where from, who from and so on. The time it took to learn and more. To learn a power one can learn from several sources. From a master, holocron, archive or similar. Power cost will equate to how long one must train to attain that power. Only 1 point per power can be trained a day, but a character may train multiple powers within that day.

Learning from a master
If learning your chosen power from a teacher (should they know it to teach you), training time will only be a few days at the most. Power cost = IC days learning time.

Self Taught
If self taught however by other means such as a holocron or other source of learning material, power cost = weeks of IC learning, of which your character would be consistently studying from the material and training for all that time.

This method of training time also can be naturalisticly applied to the solo practice of powers one already has been educated in to get to higher levels of that power over time by oneself, without the need of a teacher or other learning source. (Example, if a character has either been taught by a master or had studied Force Push level 1 from a learning material, a character may solo practice Force pushing for the number of weeks required (using the power cost = IC weeks weeks learning time) to then gain/purchase the next level, as opposed to having to find a holocron to specfically instruct them on Force Push level 2.

Darkside Rushing
It is possible to speed up your training in certain powers through "Darkside Rushing". If your character gives into impatience and taps into the Darkside, they may learn any power from the NEUTRAL list, quicker. As a result the training time is 'halved', however this comes at a cost... Once the power is learned through Darkside Rushing it will cost 'double' the points spent as a result, alongside which, the power will be classed as a "Darkside power" towards your "Alignment". (More on "Alignment" below).

"Once you start down the Dark path, consume you it will! - Is the Darkside stronger?" - "No, but quicker, easier, and most seductive.. " - Luke and Yoda



Darkside v Lightside Alignment

Depending upon how many Force powers you have invested in per side of the Force, the side you have most focused on will determine whether you are Neutral, Balanced, Light or Dark, which will (or 'should' have...) IC affects on your characters, in which your character will either be;

- NEUTRAL which means having neither Light nor Dark powers, but only universal powers, and as such they retain their normal self.

- BALANCED which means having a roughly equal ammount of powers invested in both Light and Dark, your character retains their normal self akin to the neutral alignment, but walks a dangerous line of which they shall always feel the great pull and temptation of the Darkside calling to them.

- LIGHTSIDE which will mean your character will be more at peace, finding calmness to come easy and will be harder to provoke or disturb.

- DARKSIDE which shall indicate your character has been seduced by the Darkside and will be more prone to things like anger, hatred, selfishness or impatience.


Addtionally, certain Force powers also can only be obtained if one is of a specific Force alignment (of which will be stated in the power descriptions).


Remember that in order to truly claim an alignment, you must have at least DOUBLE the ammount of powers more invested into your chosen alignment than the opposing alignment.

For example; if you have 5 Dark powers but want to be Lightside aligned, you must have 10 Light powers, if you have 10 Dark powers, then 20 Light powers are required, and so on. One cannot claim "Light/Dark alignment" if they have 10 Light powers and 9 Dark powers or vice versa. You will be considered "Balanced" if the difference between your Light and Dark investment is not great enough. The exeception to this rule is the Neutral alignment, of which is put out of play as soon as one has invested in either Light or Dark powers


Point Allocation

Novice Force User
(Untrained, Intitate, Acolyte, etc) = 15 points
Apprentice Force User (Padawan, Dark Jedi Apprentice, Baran Do Novice, Matukai Apprentice, Acolyte Nightsister etc...) = 50 points
Force User (Jedi Knight, Dark Jedi, Baran Do Adept, Matukai Adept, Nightsister etc...) = 100 points
Master Force User (Jedi/Dark Jedi Master, Baran Do Sage, Matukai, Nightsister Mother etc...) = 200 points

When creating a character, the above power levels are merly to act as a guide for what is a "realistic representation" of power accordingly.


Ranking Up

To rank up, one need not be "granted a title" by an organisation, guild or what have you, rather rank, or power level, is by acomplishment.

As such it is a leveling system that flows organically. In this system, all characters that are being rolled out as novices shall start with no abilities, and have a maximum of 200 to spend altogether.

(However, power level does not indicate that they have been offically dubbed a rank in an organisation in terms of IC roleplay, e.g being at apprentice power level does not make you ICly "an apprentice" in the Sith or Jedi and so on).

This plays out as fair and balanced if the player learns and trains in accordance to the system. One cannot rush through the ranks if applying the skill training time and sources of learning.
 
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