Goals
What would I want or not want to see in a combat mechanic for defense and soak.
I would like to have 2 final numbers (defense and soak)
Minimum Defense 1
Minimum Soak 0
Attacks to hit must overcome defense
Damage from attacks must overcome soaks
Extra success on attack rolls over to damage
big bulk weapons do more damage but are harder to maneuver
small and light weapons are easier to wield but do less damage
I do not want 20 types of modifiers (i'm looking at you 3.5)
I also do not want generic modifier (looking at 2d20 systems)
The Stack
Some things stack
some things do not stack
always the challenge
DEFENSE
Defense
3
Soak
2
SOAK
Examples
Defense
Zone :
Cover
Prone (+ vs Close) (- vs Ranged)
Mage Armor from Fate, Mind, Space, Time
Worn :
Shield wielded to block or parry
Penalties from Armor and Heavy Weapons
Innate :
Skill & Attribute
Edges
Vampire Celerity Discipline
Haste or Time Spells
Mage Armor from Life (enhanced reflexes)
Modifiers :
Penalties from Wounds
Penalties from restrained or grappled
Penalties from conditions
Armor
Zone :
Cover:
expendable (chairs, crates, barrels 1),
light (balcony, railing, piller 4),
heavy (other side of car, armored door 10),
full (na)
Vehicle or door
Mage Armor from Forces, Matter
Dune Shield Belts
Worn :
Leather, Chain Shirt,
Blood Sorcery Armor
Innate :
Vampire Endurance
Vampire Resilience Discipline
Mage Armor from Death (similar to Vampire Endurance)
Mage Armor from Life (enhanced body, redundant organs and thicker skin)
Comments