The following "chatfight mechanics" are meant for a scene/play where two characters are engaged in a full-contact struggle over a knife or dagger, with deadly intent. It is not meant to simulate a "real life fight" but to cater to those who want to envision something akin to wrassling with perhaps the odd "hard move" inserted at times. The fight may take long, and does not use "damage dice", "!attack actions" or hit points but the rock-paper-scissor option [called RPS form now on] (together with an initial coin flip). Equal opponents and an even starting position are assumed.
During the game, the players have to keep track about who has what stage of control over the weapon and the fight.
EVEN is how the fight will start out (and may tilt back to)
ADVANTAGE will be gained later on.
CLOSE (to the kill) comes after that, if the character keeps winning RPS
After that, it is game over as one character takes the life of the other. This "state of control" will go back and forth as well: CLOSE can be brought back to ADVANTAGE or EVEN
When the general scene has been set, a COINFLIP (or mutual agreement) decides who starts to describe the own character´s attempt to bring the weapon to bear against the other. The player then initiates RPS. The result (WIN / DRAW / LOSE) is then described by the other other player: WIN means status changes one step to the active character´s favor, LOSE will have it change into the favor of the other (!) while a DRAW means that there is a temporary stalemate where neither gets closer to the own goal. Then, it is is the other players turn to describe the attempts of the own character, followed by RPS. This goes back and forth till one character wins.
One may now wonder why the RPS is used, and not the coinflip. After all, the coinflip is more decisive. The reason: the mechanic is -meant- to cater to those that like to imagine (and play) a fight where the fighters get “bogged down” again and again, with both struggling body to body without getting far until one finds a way to better the other.
To make sure that the game does not take forever, an "Exhaustion Count” may be added (which must be kept tracked off by both players). The count starts at zero. After each RPS, it is increased by 1. After "12", a "DRAW" result of the RPS will only be a stalemate if the control situation is EVEN. Otherwise, it will be counted as a success for the character already having reached ADVANTAGE or CLOSE. This reflects exhaustion setting in: the fighters wore another down, start to know the other´s tricks and the mounting desperation leading to more decisive results.
Of course, RPS may be exchanges to a coinflip (which eliminates DRAWS). In that case, the fight will be over quicker or may have a LOT of back-and-forth in the form of reversals and successful counter moves. This might be a VERY good approach if both fighters are naked and oiled ;)
Karla and her Gladiators
2022-09-09 17:34The following "chatfight mechanics" are meant for a scene/play where two characters are engaged in a full-contact struggle over a knife or dagger, with deadly intent. It is not meant to simulate a "real life fight" but to cater to those who want to envision something akin to wrassling with perhaps the odd "hard move" inserted at times. The fight may take long, and does not use "damage dice", "!attack actions" or hit points but the rock-paper-scissor option [called RPS form now on] (together with an initial coin flip). Equal opponents and an even starting position are assumed.
During the game, the players have to keep track about who has what stage of control over the weapon and the fight.
EVEN is how the fight will start out (and may tilt back to)
ADVANTAGE will be gained later on.
CLOSE (to the kill) comes after that, if the character keeps winning RPS
After that, it is game over as one character takes the life of the other. This "state of control" will go back and forth as well: CLOSE can be brought back to ADVANTAGE or EVEN
When the general scene has been set, a COINFLIP (or mutual agreement) decides who starts to describe the own character´s attempt to bring the weapon to bear against the other. The player then initiates RPS. The result (WIN / DRAW / LOSE) is then described by the other other player: WIN means status changes one step to the active character´s favor, LOSE will have it change into the favor of the other (!) while a DRAW means that there is a temporary stalemate where neither gets closer to the own goal. Then, it is is the other players turn to describe the attempts of the own character, followed by RPS. This goes back and forth till one character wins.
One may now wonder why the RPS is used, and not the coinflip. After all, the coinflip is more decisive. The reason: the mechanic is -meant- to cater to those that like to imagine (and play) a fight where the fighters get “bogged down” again and again, with both struggling body to body without getting far until one finds a way to better the other.
To make sure that the game does not take forever, an "Exhaustion Count” may be added (which must be kept tracked off by both players). The count starts at zero. After each RPS, it is increased by 1. After "12", a "DRAW" result of the RPS will only be a stalemate if the control situation is EVEN. Otherwise, it will be counted as a success for the character already having reached ADVANTAGE or CLOSE. This reflects exhaustion setting in: the fighters wore another down, start to know the other´s tricks and the mounting desperation leading to more decisive results.
Of course, RPS may be exchanges to a coinflip (which eliminates DRAWS). In that case, the fight will be over quicker or may have a LOT of back-and-forth in the form of reversals and successful counter moves. This might be a VERY good approach if both fighters are naked and oiled ;)
Happy Fighting!