An optional system for rolled dice combat
Version 1.1 - August 30, 2023
There has long been a request for a combat system that used rolled dice to streamline CRP along with modifiers in order to make your rolls feel more adapted to your character. Staff has been reticent about developing a system that they would enforce despite LOTC’s mission statement stating that our combat system should “pursue a D&D-style system guided via plugins.” Well, I am not a developer or a coder, but I have been playing various table-top roleplaying games for over a quarter-century. So, I thought, why not develop one of my own that is simple enough to be used without the need for a plugin?
This is Brave, an optional combat system for rolled dice combat. It is not staff endorsed and is not going to be enforced by any member of staff. That doesn’t stop you from using it, however. Brave is designed to be layered on top of a typical CRP conflict, not replace it, allowing dice rolls to help determine the pace and outcome of the story that players are already making in their emotes. Below are the rules. I hope to revise them as needed, as people test them in play. The goal for Brave, however, is meant to be very simple. Brave should always (1) supplement, not replace roleplay, (2) be easy to understand, (3) be easy to use in game, and (4) be adaptable to player needs.
Rules
To keep things simple, there are only four rules in Brave. When I refer to dice rolls, I use the XdY notation, where X is equal to the number of dice and Y is equal to the number of sides on the die. For example, 4d6 means that you roll four 6-sided dice.
1. Story is King. This is the primary rule of Brave. This system should never replace the excellent use of player-generated emotes that are currently the standard in LOTC’s CRP default systems. If you are reducing your emotes to a game of D&D where you simply say, “I try to hit the goblin,” and the DM replies, “you miss,” then you are using Brave wrong. For that reason, all the rules below are designed to be optional, even while using Brave. Is your characters trying to kick his opponent to trip him instead of doing damage? Work out with the other players how that should work. Additionally, you will still need to follow any and all redlines for the weaponry or magic being used in the fight. Brave does not change any of LOTC’s lore rules. However, outside that, any of the rules below can be changed by the mutual agreement of both parties in the current action. Let Brave work for you, don’t be shoe-horned by it. And above all, make a great story while using it. That’s why we play, after all.
2. Each character has 25 health. Taking damage will slowly wear your character down over time. One can only last so long before succumbing to the effects of the attacks against him. Each character starts every combat with 25 health. Every point of damage taken by that character reduces the character’s health total. Remember that this is not D&D where characters are not affected by loss of hit points. Your character’s health is a measure of how many blows your character has taken in the combat. Roleplay that out. A character with one health remaining should not be making the same types of emotes as one with ten health. Remember rule #1: story is king.
Once your character reaches 0 health, your character is defeated and they cannot continue the fight. It is important to stress that your character does not necessarily die when they reach 0 health. Rather, it is a guide to how story should progress once CRP is over and normal RP resumes. Could your character die? Certainly, but they could be captured, or perhaps they are dealt a serious wound and the other party gets away. Maybe your character is lying there, sword to their throat, and their opponent gives a witty quirk and leaves you to contemplate your defeat. Let the story dictate the best result.
3. To attack, make an opposed 2d10 roll (plus modifiers). If your character is attacking someone, you make an attack roll using 2d10 and adding in any modifiers to your attack (“/roll 2d10+X”). Your character’s opponent defends himself by also making a 2d10 roll, adding his modifiers. If the attack roll meets or exceeds the defense roll, then the attack hits. We use 2d10 in Brave because it makes extremely low or high rolls more rare than the standard 1d20 roll. This allows the low modifiers that we use in Brave to have more effect.
4. To damage, make a 1d12 roll (plus modifiers). Once your character has hit an opponent, you may make a damage roll using 1d12 and adding in any modifiers to your damage (“/roll 1d12+X”). Your opponent will subtract any of his own modifiers from the result of your roll to determine the final damage to the attack. This final number will be applied to the character’s health. One universal modifier used in Brave that wearing armor on the part of the body struck will reduce damage by one. If your character is using an attack that required multiple emotes to use (i.e. an attack from a bow, spell, or alchemical concoction), the damage roll can by made using 2d12 plus modifiers, instead of 1d12. Modifiers may never reduce damage to below zero.
Statistics
The rules above frequently mention adding modifiers to your rolls. While story is king, and we encourage players to work together to add other modifiers to their combat, there are five main statistics that will modify rolls in Brave. They are listed below.
Strength represents the strength your character has to rain down powerful blows against his opponent. This statistic modifies the amount of damage you do with melee attacks.
Fortitude represents the endurance your character has to withstand the blows dealt to him by his opponent. This statistic modifies the amount of damage that your character takes when he is hit.
Training represents the skill and training that your character has to accurately land blows on his opponent. This statistic modifies your attack roll.
Expertise represents the skill and expertise that your character has to defend against or dodge incoming blows. This statistic modifies your defense roll.
Psyche represents the innate power within your character to call upon the forces of magic. This statistic modifies the amount of damage you do with magical attacks.
Races
Each race has innate differences between each other, giving them innate bonuses to statistic.
Humans [+1 each to Training and Expertise] have the shortest lives of all the descendant races and yet often culturally spend the most amount of time fighting each other than any other race. As such, they have an innate bonus to Training and Expertise to recognize this culture of combat and heraldry that has been embraced by the humans.
Elves [+1 each to Training and Psyche] are the longest lived of all the descendant races, and will spend years honing their skills with blade, bow, and magic. To many of them, combat and magic are as much art forms as painting or singing. As such, they have an innate bonus to Training and Psyche to recognize this dedication to the art of combat.
Dwarves [+1 each to Fortitude and Expertise] have spent their lives in the deep, building immense fortresses of stone to protect their people and assets from invaders. Their bodies, too, are stalwart and strong. As such, they have an innate bonus to Fortitude and Expertise to recognize their mastery of defensive warfare.
Orcs [+1 each to Strength and Fortitude] are the strongest and most naturally powerful of all the descendant races. Their ability to deal damage and withstand the same is without peer. As such, they have an innate bonus to Strength and Fortitude to recognize the brute force that they bring to the battlefield.
Halflings [+1 each to Expertise and Psyche] are the gentlest of the races, caring more for the love of good food and drink than warfare. However, push a halfling to act and you will find them to be able to wiggle out of many situations, both physical and mental. As such, they have an innate bonus to Expertise and Psyche to recognize their willpower and small nature.
Other CAs represent the gamut of all other playable races in Lord of the Craft. As the amount and variety of CAs in LOTC varies at regular intervals, they may choose which of the racial modifiers above best suites them.
Archetypes
Each character has a unique set of skills and attributes that make them unique. As such, they get bonuses to two more Statistics. In Brave, each character embodies one of the fifteen archetypes below and will receive the bonuses from that archetype. If you use Brave, I recommend placing your Archetype on your persona's card so that it will be easy to remember.
1. The Brute [+2 to Strength]
2. The Warrior [+1 each to Strength and Fortitude]
3. The Fighter [+1 each to Strength and Training]
4. The Pugilist [+1 each to Strength and Expertise]
5. The Confident [+1 each to Strength and Psyche]
6. The Rock [+2 to Fortitude]
7. The Brawler [+1 each to Fortitude and Training]
8. The Guardian [+1 each to Fortitude and Expertise]
9. The Resolute [+1 each to Fortitude and Psyche]
10. The Knight [+2 to Training]
11. The Duelist [+1 each to Training and Expertise]
12. The Trained [+1 each to Training and Psyche]
13. The Sentinel [+2 to Expertise]
14. The Sage [+1 each to Expertise and Psyche]
15. The Scholar [+2 to Psyche]
Combat Example
Godric the human and Morg the orc are in a fighting tournament and their players decide to use Brave to determine the results of their fight.
In this example, Godric is a human who has taken the Guardian archetype. We combine the modifiers for both his race and his archetype. Humans have a +1 to Training and Expertise. Guardians have a +1 to Fortitude and Expertise. In total, that means that Godric has a +1 to Fortitude, a +1 to Training, and a +2 to Expertise.
Morg is an orc who has taken the Fighter archetype. Like Godric, we combine the modifiers for both his race and his archetype. Orcs have a +1 to Strength and Fortitude. Fighters have a +1 to Strength and Training. In total, that means that Morg has a +2 to Strength, a +1 to Fortitude, and a +1 to Training.
In the RP, Morg has taken a moment to rile up the crowd with some taunts and gestures, giving Godric the chance to go first. Godric advances on Morg and swings his sword in a horizontal gesture towards Morg’s exposed arm. Morg swings his mace downwards in an attempt to smack Godric’s sword into the dirt.
With the RP now requiring an attack roll, Godric makes his roll. He has a +1 to Training, so his roll is 2d10+1. His player types “/roll 2d10+1” into the chat bar and the result is a 11. Morg does not have a bonus to his Expertise, so his defense roll is just 2d10. His player types “/roll 2d10” into the chat bar and the result is a 7. This means that Godric has succeeded in hitting Morg.
Godric now must make a damage roll. He does not have a bonus to his Strength, so his roll is just 1d12. His player types “/roll 1d12” in the chat bar and the result is a 8. Morg is not wearing armor on his arm, but he does have a +1 to his Fortitude, reducing the damage by 1. Morg takes 7 points of damage, reducing his health from 25 to 18.
In the RP, Morg’s parry comes too late as he is still hamming it up with the crowd and he barely misses Godric’s sword as it slices deep into his arm muscle, blood bubbling from the wound. Morg growls and spins around, gathering momentum to smack Godric square in the solar plexus with his mace. Godric smiles and raises his shield, angling it to deflect the blow upwards.
Morg’s player now makes an attack roll. Morg has a +1 to Training, making his roll 2d10+1. His player rolls and gets a 14. Godric has a +2 to Expertise, so his defense roll is 2d10+2. He rolls and gets a 17 as a result. The attack misses.
In the RP, Morg’s mace collides with Godric’s shield and, though a wooden cracking sound is heard, the mace is directed upwards over Godric’s head. This leaves Godric a great opening to thrust his sword into the Morg’s belly. He stabs with his sword as Morg attempts to back up in time to avoid the strike.
Godric makes another attack roll with 2d10+1 as he did before. He gets a 12. Morg makes a defense roll with 2d10 as he did before and he rolls an 8. Godric’s blade strikes true again. Godric makes his damage roll of 1d12 and rolls a 2. This time, however, Morg’s belly is protected by a leather kidney belt and he can reduce the damage by 1 from his Fortitude and an additional 1 due to the armor. This reduces the damage to 0.
In the RP, Morg pulls back, but not far enough as Godric’s blade connects with his kidney belt. But Godric doesn’t have enough momentum to push through the belt and the orc chuckles. His mace is now above Godric’s head and Godric is unbalanced after his failed thrust.
The battle continues. This is an example of how quick resolutions can be made with Brave, how modifiers work, and how the RP and emotes are still the most important part of Brave.
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