Eclipse Battle System – A Flexible GM-Assisted Combat System
This custom battle system is a mix of GM direction and a randomization element to help balance characters. It is for use in game with the assistance of an arbitrating GM and employs the /roll feature. Most of it can be explained on the fly, and will be by the GM, so no need to absorb all the details – but here are the full rules if you're interested.
A /roll is used to attack, or to defend versus an attack. The GM will assign values to players; most characters start with the basic /roll, which is of course 1-100, though some characters may have extra powers due to developments or mechanics of the plot. Curse-bearers high up on a well-populated chain, for example, could be rolling 1-125, while Accalia's Herald rolls considerably higher than the average character. (She needs to, facing off versus entire parties!)
An order of initiative is observed, with each player taking turns, but players may request to interrupt if they are struck by inspiration. The GM will generally permit this when it is appropriate and sufficiently dramatic, as long as everyone is having a good time.
How each turn goes is like this: Attacks are described in emotes, phrased as an attempt to strike. (Example: Vionora lashes out at Naheal with a wave of power, intending to throw him against the wall and pin him there.
or Brammorn charges, bringing his sword down in a powerful overhead arc.
) The attacker and defender then both /roll, and the difference indicates how successful the attack is. The GM can give some guidance, but the defender generally gets to interpret the results themselves, and emotes how they receive the attack. (Example: Breygrah catches the strike on her shield with a grunt, but is undeterred. She lifts her shield higher.
or Vionora is struck by the blade, and staggers as blood stains her robes.
) That completes the turn, and the next player makes their move.
There are thresholds for critical successes and critical failures. Anything within the top or bottom 10 points of a player's pool counts as a crit. For example, out of a /roll 1-100, anything between 1 and 10 is a critical failure, and anything between 90 and 100 is a critical success. A crit can either cause double damage, or allow an attack of opportunity. Rolling an actual 1 or 100 will result in... a very interesting turn of events.
Roll pools double as health pools. As damage is taken, the GM will direct players to modify their rolls. After taking a hit, a character may drop down to /roll 1-90 for example. This number can also go back up as characters are healed. "Tank" characters may take less damage than other characters, and certain characters may be more vulnerable to certain types of attacks. Area-of-effect attacks and heals do less damage or healing than targeted abilities.
Heals and buffs are rolled for to determine their effectiveness, with no counter-roll (unless someone tries to interrupt...). Debuffs are treated as a regular attack and can be resisted.
Buffs and debuffs that get successfully applied work in a flexible way. Depending on the type of buff or debuff, it will vary in how long it lasts, and what actions it applies to. Buffs or debuffs to attacks generally increase or decrease the attacker's pool. For example, berserking could raise a character from 1-100 to 1-120 for their next two attacks, when getting snared could lower it by a similar amount for the duration. Meanwhile, buffs to defenses generally increase the roll result
– so after making the roll, the character gets to add a bonus to raise the final number.
The last and most important thing to know about this system is this... While the fight is ongoing, characters who are awaiting their turn are absolutely encouraged to make non-attack actions, continue the dialogue, emote their reactions, and otherwise contribute to the scene! This battle system is a way to help remove any concerns about unfairness, and give people a little mini-game to add suspense to play while having fun writing an awesome fight scene together. It is highly flexible, open to improvisation, and so far, very fun.