@Packrat said in Conflict mechanics:
That is what I am working on for the (eternally still in progress) Space Nobles game I am still plodding through planning out, FUDGE dice mechanics with a momentum/initiative system stolen or at least heavily influenced by Exalted 3e.
So you roll to attack, with modifiers to the roll for equipment/circumstances, net successes +1 is added to your Momentum for the fight. Narratively, you are shooting at somebody and forcing them to take cover, pressing them in a sword fight, etc. Minor injuries might take place but nothing significant.
You can instead on your turn choose to spend Momentum points to try a more decisive attack where, depending on how many points you spend, you can disarm them on a success, or wound them, grapple them, etc. If you succeed then the Momentum is all gone, if you fail then you lose a few points but could potentially try again. Wearing armour does not inherently defend against a Decisive attack, it defends against regular attacks as you are (potentially much) harder to disadvantage because you can take more risks and ignore more threats. But if somebody has you pinned and is sticking a knife into your eye or has lined up a shot on your head or whatever then it no longer matters.
Yeah, I love that. I also really like that it makes each Health Level matter. Because before, you took 1B or 1L and it was a glancing blow. Now, glancing blows don't really mean anything HL-wise; if you take even a single HL of damage, someone nailed you. Perhaps not badly, but it's still a solid blow that is impactful, narratively speaking.