[EDIT: At first, I said eliminate Arcanum from the Resilience Defense Pools for this example. It's just pushes that score too high, and I've felt that way for a long while. Since the enemies don't have magic, it's a moot point in this first combat example post.]
Suggested Option:
Resilience DP it's designed as representative of fatigue, and can be drained to create effects. It's an "extra action" pool of sorts. The existing rules on dipping into Resilience DP to cast spells once primary spell points are out is an example of this. As such, characters should be able to "buy" out of their Resilience Pools to add points off effectiveness to their actions. It thus becomes something like Action Points, usable for offense or defense. This would allow a mage to "punch through" a creature's resilience with some action (at a temporary cost to the Resilience DP). Of course, one cannot "spend" any other DP like that. This actually replaces "eldritch focus" as an advantage. There would be a limit per level on the number of points that could be spent.
For PCS: Level / max points "spent" out of Resilience to enhance action
level 1 to 2 + 4 to roll
level 3 to 4 + 6 to roll
level 5 to 6 + 8 to roll
level 7 to 8 + 10 to roll
level 9 to 10 + 12 to roll
level 11 to 12 + 14 to roll
level 13 to 15 + 16 to roll
and so on... it can't be used to heal (it can't be used like a 4E healing surge).
For creatures, only full-fledged NPCs have this capability (to add to ability rolls by draining Resilience), if the DM desires it.
Their group challenge score is 90. So I'll put together an encounter using standard creatures (meaning at least 2D in primary attack). We won't yet remove Resilience from them (at 1/2 their highest threat), but
Harm spells will affect Toughness directly, okay?
2 Town Guards
TY/CS 18.0
Threat Ranks
Melee D6 > D6 > ( 2 to 12 )
Unarmed D4 > ( 1 to 4 )
Ranged D6 > ( 1 to 6 )
HP 18 each
RS 6
BP: D6
Notes
Treasure: Small Cache (6-10 gold crowns) x 1-5 MAGIC 5%
Weapons: Short Sword (1H) +2 Harm, +3 Init, Max Split: 3
Armor: leather D6
1 Captain of the Guard
TY/CS 40.0
Threat Ranks
Melee D12 > D8 (2 to 20 )
Unarmed D4 > ( 1 to 4 )
Ranged D8 > ( 1 to 8 )
Arcane D6 > D6 ( 2 to 12 )
HP 40 (44 with shield)
RS 10 ( Mod to RS x0 )
BP D8
Treasure: Cache (11-100 gold crowns.) x 1-5 MAGIC 10%
Weapons: Short Bow (2H) +2 Harm, +0 Init, Max Split: 3
Short Sword (1H) +2 Harm, +3 Init, Max Split: 3
Armor: D8+1 (chain + medium shield).
ROUND 1: Order of initiative:
D12
D10
D8 captain of guard
D6 mystic warrior, paladin/ranger, knightD4
So, ignoring weapon speed (which I prefer to do for now), there's only two phases in this battle round.
Also, We'll allow ranged attacks and general movement to occur before close attacks. So, assume the guards appear (in a town where you're not wanted), and out in the open road they attack to subdue or kill your party. The heroes will act before the enemies in phase D6.
The captain of the guard moves first (D8), and gets a ranged shot off at your ranger type. He rolls a 5, reducing the Dodge DP to 7.
Next, the mystic warrior fires off a "
telekinetic bolt" at one of the standard soldiers, and rolls D8+D6, rolling a 10 (cost 5). It bypasses the soldier's resilience, knocking him back, and bring his HP down to 8.
The paladin/ranger shoots his short bow (D6 ability) with a +2 to Po-Harm, getting a 6. He targets the same solider hit by the telekinetic bolt, but his target's leather armor affords some protection (2 pts), so he's down to 4 HP.
The knight fires his composite bow, splitting his attacks 1d8+3 and 1d4+3. The first shot get's a 10. The target rolls his armor getting a 6, so 4 points go through dropping him to 1HP. Then, the knight fires again against the already wounded soldier, results in a 5. The solider rolls his armor, get's a 3, and so he's out of the fight.
The one soldier left charges into the battle, drawing his short sword. I'll say he is within striking range (about 30 feet at the beginning of round), so he closes the distance. He attacks, the first for 10 damage targets the knight. In the first strike, the knight parries, bringing his own Weaponry DP down to 2.
ROUND 2:The captain of the guard moves first again, and goes in for the kill. He attacks the closest unengaged character, who I'll assume is the "ranger type". He makes a single strike, rolling D12+D8+2 (for short sword), rolling 21 Potential Harm points. The
ranger attempts to "evade" as he pulls his great axe, but his score is only 6 due to wearing chain. 15 points blow through, reduced by a roll of 6 for armor. 9 Points make it through to his toughness! The ranger has got 3 hitpoints left.
The mystic warrior, unhappy with the effectiveness of the guard captain's attack on his friend, fires off another "
telekinetic bolt" at him, and rolls D8+D6, getting a 9 (cost 4). It
bypasses the captain's ADPs, resilience and armor, bringing him down to 31 HP.
The paladin/ranger casts "
Weaken" at the captain of the guard. He rolls against the spell difficulty of 2D4, and beats it with a roll of 7 (cost 3, and the spell does not fizzle out). The captain's Resilience is reduced to 3 points.
[optional rule] Recognizing that the spell didn't take effect, the ranger "spends" 4 points of his own Resilience to bring the captain's Resilience down to zero (wasting one point), and so the captain is weakened by 7 points to his Po-Harm for his next action.
[optional rule] Note: making the ranger PC roll the dice versus the difficulty of the spell each round to maintain (in addition to 1/2 spell cost) eliminates the need for the captain to have "stats" in order to make "saves" later. So we'll do that.The knight readies his melee weapon, rolling a single strike: D8+D4+3. He attacks the last soldier and gets a 14. The soldier doesn't stand a chance and drops to the ground. Because the knight readied a weapon he doesn't get an extra attack.
ROUND 3Captain of the guard, with no help from his fallen comrades, attacks the "ranger type" yet again, but at a -7 (due to weakness). He makes another single strike, rolling D12+D8+2 (for short sword), rolling 13 (-7) Potential Harm points, for a total of 6 PH. The
ranger attempts to parry with his great axe, his Weaponry DP now reduced to 6. Because he was attacked, he must not only roll versus 2D4 to maintain his spell, but also making a Willpower roll versus (p. 39) the number of threat points (7). He rolls a 5 and fails, so the spell fizzles, regardless of the difficulty roll.
The mystic warrior shrugs and casts "
telekinetic bolt" at the guard captain again, and rolls D8+D6, getting a 14 (cost 6). It bypasses the captains resilience, and 14 points of damage go to HP. The captain is down to 17 HP.
The paladin/ranger readies his great axe, and swings it at the captain (D8+D4+4), rolling 10 points (no extra attack allowed because he switched from his bow). The captain rolls armor, subtracts 4, and takes 6 to HP. He is now at 11 HP.
The knight now has his melee weapon readied, and attacks the captain, with a roll of D8+D4+3. He rolls 9. The captain rolls his armor once, getting a 6 (+1 for shield), so he takes 2 more points of damage, dropping him to 7 HP.
ROUND 4The captain attacks the ranger again, rolling his ADC of D12+D8+2 (for short sword), resulting in 14 Potential Harm points. The
ranger , out of usable ADPs, just rolls armor, and gets a 4. 10 points blow through, bringing him to -2. Bye!
The mystic warrior yells out, and draws his katana (forfeits extra attack for drawing a weapon), and strides forward to attack the evil captain. He rolls D6+d4+3, getting a 7. The captain rolls 1D8 for armor, gets a 4 and "parries it off" (so to speak) with his HP reduced to 4.
The paladin/ranger remains a crumpled, sad prone body.
The knight retaliates, rolling a single strike: D8+D4+3. get's a 9. The captain rolls his armor, getting an 8 (+1 for shield) so he takes no damage.
ROUND 5The captain steps over the body of the ranger, and faces the mystic's anger and katana, again swinging with a nasty D12+D8+2 (for short sword), rolling 18 Potential Harm points. The mystic parries, but 8 points blow through the ADP, and after armor takes 2 points off, 6 points reduce the Mystic's toughness to 12.
The mystic warrior casts Psychic Armor, granting himself a 1D4 extra armor.
The paladin/ranger remains still, a crumpled, very sad site.
The knight, rolling a single strike: D8+D4+3. He attacks the captain again, and gets a 10. The captain rolls his armor, gets a terrible 1, and even with his shield and goes down for the count.