Combat is handled strictly by dice rolls (d20's). When a player enters combat I will roll the d20 (1 for each combatant) and add each combatant's
Might to the result. Combat takes place over the course of five rolls/rounds, with each round having a victor and a loser. The combatant with the most 'wins' at the end of five rounds is generally the overall victor, though this may not hold true all the time.
However, a sixth round may occur under certain situations. This round is a 'surprise' round during which one combatant rolls at a penalty while the other rolls normally. Should a surprise round occur it will be factored into the round victories at the end of battle.
Combat is preceded by a
'Combat Situation' during which any outside factors are factored into the upcoming battle. These outside factors range from a player's mental state, to their possession of certain relics, and even to their reputation which may serve to scare away combatants before combat begins.
Might discrepancy is important to these rolls. A player with 10 might will have a hard time losing to a player with 5. Even if player B wins all 5 rounds the combat may end in draw due to the innate strength of player A. It will be hard for a player to determine how much Might discrepancy will influence combat and I want to leave this element up to me so I may influence the outcome of a battle for the benefit of overarching story arcs.
'Devastating Victories' occur when a combatant beats their foe by 11 or more. Devastating victories are often played out as vicious attacks that result in severed limbs, broken weapons, and general carnage. Most times a devastating victory results in a penalty of some sort for the losing combatant.
I chose to determine combat in this way because I want to represent it as short, brutal affairs. Most combats should end in death or maiming of some sort of one combatant (if not both). I want battles to be climactic affairs and because of the bloody nature of combat in KnightNES I encourage players to find other ways to solve their problems before drawing their swords.
Example Combat:
Player A is facing a Hell-spawn in combat. Player A has 6 Might, the Hell-spawn has 7.
Combat Situation:
Player A has faced--and defeated--many hell-spawns during his travels throughout Faerieland. Its nightmarish gaze does not shake his resolve as it once did.
Player A passes a 'Moxie' Difficulty Challenge against the Hell-Spawns unsettling visage. Player A suffers no penalty and no surprise round is taken. (DC 15)
Round 1:
Player A
14(+6)
20
Hell-spawn
18(+7)
25
Player A lashes out at the Hell-spawn with his sword, but the foul creature bats the mighty weapon aside with one claw and slashes at Player A with the other. Player A barely manages to bring up his shield in time to block the ferocious blow and the force behind threatens to push Player A back.
Round 2:
Player A
18(+6)
24
Hell-Spawn
6(+7)
13
Devastating Victory
But Player A stands resolute, pushing his shield forward against the demon's foul claw and bringing his sword up for a strike which thunks into the hell-spawn's arm. It roars in pain and tries to thrash at Player A, but the knight gives no ground as he wrenches his sword free and brings it down once more into the fell creature's arm. This time it is the hell-spawn's severed arm that thunks onto the ground.
(Hell-spawn -2 Might)
etc.