Combat should be simple to code and use. All weapons do the same damage. Unarmed does less (.25? .33?). Armour, stats, and skills can help attack and defence
Weapons require relevant skill.
Armour can absorb X points (and gets damaged)
If attacks are successful, should armour points be taken off before HP? Is there a more sensible way to do this?
During combat, set it up so that PCs start with full stamina, but every turn their stamina decreases until they reach zero, at which point they're too exhausted to go on.
Attacks and defence could use observation, agility to attack, strength, etc. Might as well use the computer since it's here.
Skill/combat rolls are done thusly - each relevant skill/stat is rolled vs their opponent's relevant skill(s). For each win, a 1 is given. For each PC, these 1s and 0s are summed, and it is these sums that are the 'final die rolls'. Maybe reconsider this.
for example
The PC1 and PC2 columns are the PC's skill levels. The PC1vs2 are example rolls
skills PC1 PC2 PC1vs2 win win
(ex) 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
3 (pc1) v 5(pc2)
roll d3 vs d5 ex.roll result= 2 v 1
PC1 wins!
Combat
Weapon skill (per)
Defensive
dodge (vs attack)
block (vs attack)
stamina
acrobatics
Shield (vs attack)
agility
speed
Offensive
attack (weapon/unarmed)
strength
agility
anatomy (lore)
observation?
speed
Combat examples
A
strength 5
agility 2
weapon 2
Armour 1
B
strength 6
agility 4
weapon 1
armour 1
A
Strength + agility 5+2 =7 attack (to hit)
weapon 2 =2
strength + weapon 5+2 =7 damage (to hurt)
B
Strength + agility 6+4 =10 defence (avoiding being hit)
armour 1+3 =4
strength + weapon 6+1 =7 defence (reducing damage when hit)
So: A attacks B
attack defence
A St+ag+wea = 9 vs B St+ag+wea = 12
Attack
So: max 9 (attack) vs max 12 (def)
for example - 5 rolls (must be odd). (What is the number of rolls based on?)
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
strength 5
agility 2
weapon 2
Armour 1
stamina 3
B
strength 6
agility 4
weapon 1
armour 1
stamina 3
A
Strength + agility 5+2 =7 attack
weapon 2 =2
B
Stength + agility 6+4 =10 defence (avoiding being hit)
armour =4
strength + weapon 6+1 =7 defence (reducing damage when hit)
So: A attacks B
attack defence
A) Strength + agility + weapon = 9 vs B) Strength + agility + weapon = 12
Attack
So: D9 (attack) vs D12 (defence)
Once these are defined (9(attack) vs 12(defence)) in the example, these numbers are used to define the maximum a die can roll. So A will have a maximum of 9 (D9) and B will have a maximum of 12 (d12).
t.ex 5 rolls (must be odd number). More rolls = closer to average; use fewer rather than more?
A) 1 4 9 6 3
B) 2 10 12 1 11
L L L W L = 1 win 4 losses. Attack fails.
--- another example
A) 9 6 6 5 6
B) 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
Unarmed - Can wield fists as weapons to attack and block, but does weak damage. Gauntlets can be used as weapons allow 'unarmed' combatants to compete with those who have weapons.
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. A 'quality' trait could be added that determines (randomly) if a weapon breaks. The better the quality, the lower the chance of breakage.