Thoughts on a Dueling System
Sept 12, 2018 18:55:48 GMT -8
Post by Zaszamonde on Sept 12, 2018 18:55:48 GMT -8
I've been thinking about how a Samurai setting would work in Moment of Truth, so I'd like to hear what people think about a possible dueling system similar to what's available in Legend of the Five Rings or Blood & Honor.
Generally, a stock samurai duel involves three major phases, evaluation, order, and strike.
Evaluation is when you size up the opponent and "see" what they'll do on their attack, essentially plan your counter before they make their move. This is best shown in Beat Takeshi's Zatoichi where Hattori Gennosuke and Zatoichi face off and Hattori "sees" how Zatoichi will attack him, underhanded as what he had seen earlier.
Order is when you determine the order of the attack. It's pretty straightforward, but it's vital to determine who strikes first or if it happens simultaneously.
Finally, strike. Pretty self explanatory.
To complete the example, the last two phases we see Hattori win the Order, but lose in the Strike since Zatoichi actually won in the Evaluation, knowing that Hattori would be ready for his underhanded strike and he changed his grip. Zatoichi was injured, but Hattori perished in the duel.
L5R has the evaluation phase as Assessment (using Iaijutsu/Awareness), order as Focus (using Iaijutsu/Void), and Strike as (Iajutsu/Reflexes). Doing well in the Assessment phase gives bonuses to Focus, which can give you the drop on the opponent.
A good dueling system is like a race, seeing who goes first in each phase and it culminates in the Strike.
Here are my rough thoughts:
I'd like to come up with a system where damage is increased as well, to really simulate the one-shot kill you see in the movies, but I don't know if there's a great way to do it. Maybe allow the Evaluation dice to go to damage as well?
Anyway, what do people think? Is it garbage or a basis for something somewhat functional?
Generally, a stock samurai duel involves three major phases, evaluation, order, and strike.
Evaluation is when you size up the opponent and "see" what they'll do on their attack, essentially plan your counter before they make their move. This is best shown in Beat Takeshi's Zatoichi where Hattori Gennosuke and Zatoichi face off and Hattori "sees" how Zatoichi will attack him, underhanded as what he had seen earlier.
Order is when you determine the order of the attack. It's pretty straightforward, but it's vital to determine who strikes first or if it happens simultaneously.
Finally, strike. Pretty self explanatory.
To complete the example, the last two phases we see Hattori win the Order, but lose in the Strike since Zatoichi actually won in the Evaluation, knowing that Hattori would be ready for his underhanded strike and he changed his grip. Zatoichi was injured, but Hattori perished in the duel.
L5R has the evaluation phase as Assessment (using Iaijutsu/Awareness), order as Focus (using Iaijutsu/Void), and Strike as (Iajutsu/Reflexes). Doing well in the Assessment phase gives bonuses to Focus, which can give you the drop on the opponent.
A good dueling system is like a race, seeing who goes first in each phase and it culminates in the Strike.
Here are my rough thoughts:
- First, players determine how many MoTs they'll spend on the Evaluation roll (Perception/Kenjutsu or regular Melee, not sure yet). The players write down their number of an index card and then reveal simultaneously.
- Next, players roll the Evaluation roll. Each success gains them a single stat or skill knowledge from their Opponent. Additionally, each success can be spent 1-for-1 on the Order roll, Strike roll, 2-to-1 defense against the Opponent's strike, or to the final damage roll. Players write this down on their card and reveal simultaneously.
- Now for the Order roll. Roll initiative plus the dice from the Evaluation phase (if allocated).
- First in Order gets a Strike roll (Melee Attack/Kenjutsu or Melee, again) or if a tie, both roll attacks
- If the opponent lives, combat as normal
I'd like to come up with a system where damage is increased as well, to really simulate the one-shot kill you see in the movies, but I don't know if there's a great way to do it. Maybe allow the Evaluation dice to go to damage as well?
Anyway, what do people think? Is it garbage or a basis for something somewhat functional?