House Rules for Warriors of the Red Planet (Part VII)
My last post introduced a basic one roll mechanism for combat in a solo rpg loosely based on the Warriors of the Red Planet. My intent was to create a quick and easy combat system so that solo players could enjoy a game with fast-paced procedural play. I paused a while to give it my ideas more thought. A 1 roll combat resolution would work well if there was 1 player and 1 enemy. A roll could be made to see if an attack was successful. The roll could be modified by player and creature strength, but essentially a high roll over a certain target number would indicate a player hit and damage on the enemy. A low roll would indicate the enemy hit and damaged the player. If the system was finely nuanced enough, a roll in between could be no result for either side. But this type of one-roll system raised too many questions for me to continue writing. During a battle there are other actions to consider such as range attacks, special attacks, player or enemy movement, non-fighting actions su