At least initially, combat should be very simple to code and use. All weapons do the same damage. Unarmed does less. Armour, stats, and skills can help.
Weapons require relevant skill. (Later) make related weapons available to that PC at discounted rate.
Ties favour defender
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Don't use integers, but a two-decimal continuum. For display, round to whole number.
Damage points - If attacker loses in total rolls, no damage to PC nor armour.
If attacker wins, the number of rolls they win against is the damage inflicted.
T.ex, 5 rolls
Defender wins damage roll = no damage
Attacker wins damage roll by 3 = 3 points damage to defender.
Armour can absorb X points (and gets damaged) if damage roll
Use in addition to attacking and defence; ie PCs tire. Could cause their attacks and defence to diminish bit by bit? More on a turn basis than with any random chance.
Could set it up so that PCs start with full endurance, but every turn their endurance decreases until they reach zero, at which point they're too exhausted to go on.
Can defend by letting computer choose your defence or pick your defence based on the attack. t.ex
PC1 attacks PC2's head. computer says to PC2, depending on their stats and (observation?) roll how accurate the attack looks like it will be. PC 2 can then opt to block their head. If the attack succeeds strongly, the head is hit. If it succeeds lightly, the attack is deflected to an adjacent body part. If it misses it misses.
Attacks and defence could use focus and observation, nimbleness to attack, strength to damage, reflexes, etc. Might as well use the computer since it's here.
Skill rolls
Fumble? PC's highest relevant skill is rolled against to determine if fumble happens. So a PC with a skill of 20 would roll a d20. A roll of 20 is a fumble.
Skill/combat rolls are done thusly - each relevant skill/stat is rolled vs their opponent's relevant skill(s). For each win, a 1 or 0 is given. For each PC, these 1s and 0s are summed, and it is these sums that are the 'final die rolls'.
t.ex
skills PC1 PC2 PC1vs2 win win
10 5 1 v 1 .5 .5
10 7 10 v 3 1 0
10 10 6 v 7 0 1
10 19 7 v 9 0 1
1.5:2.5 = 3:5
3v5
roll d3 vs d5 ex.roll result= 2 v 1
PC1 wins!
Damage is the number the attack succeeds by. In the above example damage would be 1.
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Combat
Unarmed Can wield fists as weapons to attack and block, but does weak damage. Gauntlets as weapons
Weapon (per)
Defensive (one more skill than offensive)
dodge (vs attack)
block (vs attack)
stamina
acrobatics
Shield (vs attack)
reflexes
agility
Offensive
attack (weapon/unarmed)
strength
agility
anatomy
observation?
speed
Damage calculated with
strength
weapon/unarmed
Combat examples
A
str 5
nim 2
wea 2
Arm 1
End 3
B
str 6
nim 4
wea 1
arm 1
end 3
A End 3
St+ni 5+2 =7 attack (to hit)
weap 2 =2
st+wea 5+2 =7 damage (to hurt)
B End 3
St+ni 6+4 =10 defence (avoiding being hit)
ar+end 1+3 =4
st+wea 6+1 =7 defence (reducing damage when hit)
So: A attacks B
attack defence
A St+ni+wea = 9 vs B St+ni+wea = 12
Attack
So: max 9 (attack) vs max 12 (def)
t.ex 5 rolls. More rolls = closer to average; use fewer rather than more?
1 4 9 6 3
2 10 12 1 11
L L L W L = 1 win 4 losses. Attack fails.
---
9 6 6 5 6
4 1 6 12 4
W W L L W = 3 wins 2 losses, attack succeeds
again
3 8 5 5 8
1 3 11 11 10
W W L L L = 2W 3L Attack fails
----
5 6 3 3 2
11 3 1 2 6
L W W W L = 3W 2L Attack Succeeds
again
1 8 8 1 2
1 2 5 3 9
L W W L L =2W 3L Attack succeeds
Damage
Attack Defence
A st+wea = 7 vs B = 4
5 rolls (T ex)
More examples
A
str 5
nim 2
wea 2
Arm 1
End 3
B
str 6
nim 4
wea 1
arm 1
end 3
A End 3
St+ni 5+2 =7 attack (to hit)
weap 2 =2
st+wea 5+2 =7 damage (to hurt)
B End 3
St+ni 6+4 =10 defence (avoiding being hit)
ar+end 1+3 =4
st+wea 6+1 =7 defence (reducing damage when hit)
So: A attacks B
attack defence
A St+ni+wea = 9 vs B St+ni+wea = 12
Attack
So: max 9 (attack) vs max 12 (def)
t.ex 5 rolls. More rolls = closer to average; use fewer rather than more?
1 4 9 6 3
2 10 12 1 11
L L L W L = 1 win 4 losses. Attack fails.
---
9 6 6 5 6
4 1 6 12 4
W W L L W = 3 wins 2 losses, attack succeeds
again
3 8 5 5 8
1 3 11 11 10
W W L L L = 2W 3L Attack fails
----
5 6 3 3 2
11 3 1 2 6
L W W W L = 3W 2L Attack Succeeds
again
1 8 8 1 2
1 2 5 3 9
L W W L L =2W 3L Attack succeeds
Damage
Attack Defence
A st+wea = 7 vs B = 4
5 rolls (T ex)
Costs
Weapons - and armour break and must be replaced or repaired. Repairing can be done by a PC only? Good armour/weapons can't be found at the average vendor, but cheap ones are no problem.
Food and drink - requires PCs consume X foods of their taxon's requisite diet. Anyone can eat anything otherwise, but it doesn't count toward nutritional needs. Nothing 'makes' anyone sick.