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.