Okay guys. I hate to do this, but to avoid this game turning into Cowboys and Indians, we're going to have to impliment some combat system, regardless of how rudimentary it is. I've already spoke to Vergil and told him my idea, but I'll put it here.<br/><br/>Each character chooses a Primary Stat, Strength, Endurance, or Speed.<br/><br/>If Strength is chosen as a primary stat, Endurance becomes a Secondary Stat, and Speed becomes a minor stat.<br/>If Endurance is chosen as a primary stat, Speed becomes a Secondary Stat, and Strength becomes a Minor stat.<br/>If Speed is chosen as a primary stat, Strength becomes a Secondary Stat, and Endurance becomes a Minor Stat.<br/><br/>Roll a 6 sided die for your primary stat. Half that number for your secondary, and half it again for your Minor. Always round down.<br/><br/>When combat initiates, and someone wants to attack, roll for Strength or Speed, whichever's higher. If Strenght is Higher, roll a 10 sided die. If you hit for higher then your number, you hit. If you hit, the defending character can roll Endurance or Speed, whichever they choose, to either dodge or eat the hit. If you roll for speed, roll a 10 sided Die. If speed is a Minor or Secondary Skill, if the number is LOWER then your speed, you dodge. IF Speed is Primary, the number must be higher. IF you dodge, you describe what you do to dodge (Which can lead to another attack) and you take no damage.<br/><br/>If you choose to roll for Endurance, same rolling rules apply. The number you roll must be either lower (For Minor or Secondary stats) or Higher (For Primary) then your Endurance. If you pass, you take the hit, but it's damage is severely reduced.<br/><br/>On rolls count as misses.<br/><br/>A fight is decided when a character reaches 0 Vitality. Each character has 10 Vitality. If you recieve a hit that you neither dodged nor blocked, which was delivered with a Strength check, you take Vitality damage equal to half their strength, minus 1 point if Endurance is your primary. If it is a Speed hit, you take 1 Vitality damage.<br/><br/>Weapons: Certain characters carry weapons, that might be hard to dodge or block. Melee weapons cannot be dodged easily, and ranged cannot be blocked. For advanced play, weapons can inflict Wounds to a character, which are separate from Vitality. A character with wounds will have their max Vitality reduced until the wounds heal.<br/><br/>When a character reaches 0 Vitality, they loose, and are drug away to the mansion for medical care and to watch the remainder of the tournament. Here's a little example, to help you better understand.<br/><br/>Erizen vs. Emma<br/><br/>Erizen: STR: 5 END: 2 SPD: 1<br/>Emma: SPD: 6 STR: 3 STR: 1<br/><br/>Erizen attacks first, rolling for STR. On a 10 sided die, she rolls a 5. Erizen misses.<br/>Emma attacks next, rolling for SPD. On a 10 sided die, she rolls a 9. Emma hits, Erizen attempts to block the attack. Erizen rolls an END of 1, and blocks Emma's attack, taking 1 Vitality Damage, as opposed to 3. She's now at 9 of 10 Vitality.<br/><br/>Erizen attacks again, rolling for STR again. On a 10 Sided die, she rolls a 6, hitting. Emma attempts to dodge. Emma rolls a SPD of 6, and fails to dodge, taking the attack to the face, loosing 2 Vitality, and taking 1 wound. She's now at 8 of 9 VItality.<br/>Emma attacks, Rolling for STR. On a 10 sided die, she rolls a 1, hitting. Erizen tries to dodge, rolling a SPD of 3, she doesn't dodge, and takes a claw to the face, hitting her for 3.<br/><br/>And it would go on like that. If you guys have questions, let me know, I can probably answer them.