My LitRPG Fight System

Rather than have a bunch of numbers floating about that may, or may not, make sense, I decided to explain how the fight scenes work in my LitRPG.

To begin with, the system is strongly based around Dungeons and Dragons. I was going to develop my own system but figured out fairly quickly that I would rather write stories than build role playing games.

To that end, I made D&D the default system mostly because I have played the game for many years. I understand it, no need to think.

So, if you have played D&D you probably do not need to read this.

If not…. Here is a rundown.

Initiative

All fights begin with initiative.

This is done with a 1d20 (d represents dice, 20 represents how many sides the die has. In this case, 1d20 is… one dice with 20 sides on it. 2d6 means two dice with 6 sides on it.)

Modifiers are added from the Dexterity score.

The higher the number, the more likely you get to go first.

Movement and attacks.

The character can either move then attack, or attack then move.

Attacks are done like this.

Roll 1d20, add on strength modifiers for hand weapons, dexterity modifiers if thrown or is a bow. The modifiers from magic is included as well. If a 1 is rolled on the die, it always misses and something bad happens like dropping the weapon, slipping over and so on. A 20 always hits and gives double damage.

Armor Class (AC): the attack roll is compared to the AC. Equal to or higher is a hit, everything else is a miss. 20 always hits. AC is determined by the armor being worn. Humans have a base of 10 AC. Put in modifiers from Dexterity. The type of armor determines how many points are added. For example, leather armor adds +2, plate mail adds +8, small shields add +1.

Damage: each weapon has different amounts of potential damage. A knife does 1d4, a bastard sword does 1d10.

Grappling: Given there are zombies and they always grab first then bite, here is how I do that.
Attack roll is made but the AC part of the armor is not included. The victim AC is their base AC plus modifiers. This means the armor part of the AC is removed. This makes it easier to grab.
If the victim is grabbed, they can attempt to break the hold by rolling a d20 + strength + other bonuses and compare to the attacker rolling the same. If the attacker is higher, the hold remains, and the victim can’t attack.

In the next round, if the zombie goes first it will attempt to bite the victim using the AC without armor bonuses.
If the zombie is second, the victim gets to attempt to break the hold first then attack or run away.

Simple.

While you do not need to understand this exactly, given I explain the results, I hope this helps you understand how the fighting system works in a basic way.

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