Players start out with a given number of advantages and disadvantages. Most skills are write in, but automatic advantages or disadvantages may be given to a player based on class. There is always (at least, I am thinking) some form of opposed check.
All checks result in either affirmative or negative.
If a skill is unlisted, then normally it has a 50% chance of a positive result.
If a skill is an advantage, it has a 75% chance of a positive result.
If a skill is a disadvantage, it has a 25% chance of a positive result.
If a skill has a related ability (e.g. manueverability advantage during a jump), this may change the chance as deemed appropriate (+or- 10%, 20%, 30%)
If a skill is especially specific, or will rarely occur (e.g. "jump high" when "jump" would have sufficed), the advantage can be increased to up to 95%, or disadvantage reduced to 5%, as the DM sees fit (or the DM may advise the player to choose something more general or applicable if necassary)
If a skill is highly vague, (such as physical abilities), this works reverse of super specific skills. If a disadvantage, it can be moderated to up to 45%. If it is an advantage, it can be reduced down to 55% (or if it is insanely vague, e.g. everything, the DM can opt to not allow it at all).
There are only 2 skills that may be used for combat, attack and defend (although related abilities may apply here as well),
List of possible outcomes and results:
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- P1 Attacks (+) P2 Attacks (+)= Both recieve damage
- P1 Attacks (+) P2 Attacks (-)= Only P2 recieves damage
- P1 Attacks (-) P2 Attacks (-)= No damage (still unsure about this one)
- P1 Defends (+) P2 Defends (+)= No damage
- P1 Defends (+) P2 Defends (-)= P2 recieves damage (P1 defend turns to attack)
- P1 Defends (-) P2 Defends (-)= No damage
- P1 Attacks (+) P2 Defends (+)= No damage
- P1 Attacks (-) P2 Defends (-)= No damage
- P1 Attacks (-) P2 Defends (+)= ? Either damage to P1 or no damage.
Damage points: I am unsure about this. My primary idea isthat all players have between 15 and 25 damage points. Any time injury occurs (either by an attack or by noncombat), a D20 is rolled, possibly with modifiers either way. Only scratches or bruises on 1(through 5?), Instant death on 20. Damage points are almost always 20, although this may change based on certain classes.
Example noncombat scenario and solution:
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Players have to jump across a detected pit trap with spikes at the bottom(for some reason, they can't go around it).
There is a 10% scenario modifier that they will succeed (40% chance of + result scenario roll). P1 listed "jump" as an advantage. P2 listed "speed" as an advantage, giving them a partial advantage adding to 65% instead of 50%. P3 has a disadvantage in "jump."
P1 rolls a 25 (+), GM roll is 82 (+). Working on it.
P2 rolls a 45 (+). GM roll is 1. Made it easily.
P3 rolls a 60 (-). GM roll is 58. Falls and makes damage roll.
P4 rolls a 23 (-). GM rolls a 34 (-). Again, working on it.