Our experimental combat system goes something like this for now. I'll work on making a more general one to allow for non-stomp hero vs. god fights
CombatFor now, intertitan/intergod combat will be resolved as follows:
Pre-combat:
- Roll 2d6+Sight for initiative
- On ties, the combatant with the higher Sight wins
- In cases where Sight is also tied, make opposed 2d6+Sight rolls until the tie is broken
Combat:
- A rolls 2d6+Sight to hit B
- B rolls 2d6+Sight to dodge A. Ties are in A's favor
- If A hits, A rolls 2d6+Might to wound B
- B rolls 2d6+Light to soak the hit. Ties are in A's favor
This continues until the Conflict ends, whether by surrender, lack of interest, death, or some other Conflict-ending condition.
StancesFor titans not born with well-balanced stats, Stances are available to temporarily balance such things out. They can be changed at the start of each combat round.
- Neutral (default): No effects
- Aggressive: +1 Might, -1 Light
- Berserk: +2 Might, -2 Light, -1 Sight
- Defensive: +1 Light, -1 Sight
- Turtling: +2 Light, -2 Sight, -1 Might
- Skirmish: +1 Sight, -1 Might
- Blur: +2 Sight, -2 Might, -1 Light
BuffsEssence can be spent on temporary Conflict-long buffs to titan's stats, which can be dstributed across one's stats freely. Here are the prices:
- +1: 1E
- +2: 3E
- +3: 6E
- +4: 10E
- +5: 15E
- +6: 21E
- +7: 28E
Once distributed (e.g. +4 -> +2 Sight, +1 Might, +1 Light), buffs cannot be redistributed unless the system changes entirely, in which case your GM will likely allow one free redistribution.
Buffs do not stack. Buffs can only be upgraded on the Turn they are created.
I don't have terribly much experience balancing such things, so feedback/suggestions for improvements (or even entire established systems, really) are welcome. I suspect it's probably not lethal/quick enough for PbP, but I'm not too sure.
"I reside in the Core..
Would you say Yggdrasil is...dancing at the Core?