I love this idea, and I'm willing to try it out with you. I think I may have a way to establish some sort of "point system" that you described and avoid something like Trev mentioned.
A while back I posted
this thread in an attempt to quantify roleplay on SL based on another site I have roleplayed on in the past.
The thing I want to focus on is this (warning: this is long):
Comparison Tiers
There are four different Comparison Tiers on SL that govern the results of these checks. Many techniques have requirements based on the result of checks involving them. The tiers are listed with the conditions for each. The range of each tier is identical in both ranks and stats.
Equivalent, –20 or +20 stats/equal skill ranks. The result is effectively equal.
Advantaged, +20 to +49 stats/a skill rank difference of one. The result is decidedly in the favor of one side.
Superior, +50 to +99 stats/a skill rank difference of two. The result strongly favors one side.
Dominant, +100 or more stats/a skill rank difference of three or more. The result extremely favors one side and could potentially obliterate the opponent entirely if something extraordinary is not done to prevent it.
-100 or More | Dominant Defender
-49 - -100 | Superior Defender
-20 - -49 | Advantaged Defender
-19 - +19 | Equivalent
+20 - +49 | Advantaged Attacker
+50 - +99 | Superior Attacker
100+ | Dominant Attacker
All of this exists purely as reference material for interpreting combat. Above all else, you should write what feels right.
Damage Determination
Superficial Damage - Direct hit at Dominant Defender | Glancing hit at Superior Defender
Menial Damage - Direct hit at Superior Defender | Glancing hit at Advantaged Defender
Minor Damage - Direct hit at Advantaged Defender | Glancing hit at Equivalent
Moderate Damage - Direct hit at Equivalent | Glancing hit at Advantaged Attacker
Major Damage - Direct hit at Advantaged Attacker | Glancing hit at Superior Attacker
Severe Damage - Direct hit at Superior Attacker | Glancing hit at Dominant Attacker
Fatal Damage - Direct hit at Dominant Attacker
A wound level is determined first by damage and then by modification, if an ability reduces or negates wound levels/wound level changes then compare them for a net effect and then apply it to the damage check for a final wound level.
Wounds
Wound calculations occur after any failed block or dodge attempt, and are purely determined by Strength/Spirit vs Defense, with no associated skill check. Wound Locations, while important thematically, have no bearing on actual combat itself; A Fatal wound inflicted on a person’s foot is just as deadly as one inflicted on their head (because at that tier, you’d likely have your entire lower torso ripped off by the attack in question.)
Two wounds of the same severity are equal to one wound of the next rank higher. That means that two Moderate wounds are roughly equivalent to a single Major wound.
Superficial: Stinging sensations, barely breaking skin (like a scratch). Equivalent to touching boiling water, leaving a burning sensation but no lasting damage. Inflicted by a direct hit at Dominant Defender.
Menial: Wounds like scrapes, shallow cuts, and bruises. Sunburns. Inflicted by a direct hit at Superior Defender.
Minor: Slightly deeper cuts, shallow stab wounds, and severe bruising. First-degree burns; a bad sunburn. Inflicted by a direct hit at Advantaged Defender.
Moderate: Deep cuts, slightly deeper stab wounds, fractured bones. Second-degree burns; severe damage to the skin that has caused it to be partially burnt away.Inflicted by a direct hit at Equivalent Combatants.
Major: Deep stab wounds, broken bones, torn muscle. Third-degree burns; incredibly severe burn damage that can burn through even muscle and expose bone. . Inflicted by a direct hit at Advantaged Attacker.
Severe: Gaping holes in your body and severed limbs. Parts of your body have been burnt completely away. Inflicted by a direct hit at Superior Attacker.
Fatal: Vital organs are entirely destroyed and, likely, the rest of your body with them. Blows of such magnitude can reduce you to dust just by the air pressure surrounding them. You, or vital parts of you, have been reduced to dust by extreme heat. This is a deathblow for most characters, though some may have convenient methods of surviving. Inflicted by a direct hit at Dominant Attacker.
Dodging
Note: Dodges below Equivalent are considered 'Failed Dodges' while Equivalent or higher are considered 'Successful Dodges'.
Dominant Attacker - Impossible to dodge, damage uneffected
Superior Attacker - Challenging to dodge, damage reduced by one wound level
Advantaged Attacker - Difficult to dodge, damage reduced by two wound levels
Equivalent - Minor strain to dodge
Advantaged Dodger - Annoying to dodge
Superior Dodger - Simple to dodge
Dominant Dodger - Trivial to dodge
Countering
Note: Requires your counter technique (or attack) to have Equivalent or greater attack speed to attempt.
Countering occurs when an offensive technique (or attack) is used to respond to another offensive technique (or attack.) For every rank of skill difference, modify by 1 tier (ex. Grandmaster Taijutsu vs. Advanced Weapon Proficiency would mean a punch would be +2 tiers against a blade-based counter attack or technique.) Damage is reduced by the amount of damage the counter attack deals after being modified by tiers.
Blocking with a Weapon
Dominant Attacker - Impossible to defend, damage uneffected
Superior Attacker - Challenging to defend, damage reduced by one wound level
Advantaged Attacker - Difficult to defend, damage reduced by two wound levels
Equivalent - Minor strain to defend
Advantaged Defender - Annoying to defend
Superior Defender - Simple to defend
Dominant Defender - Trivial to defend
Maybe we could use this as a reference for developing a means of creating a balanced system. There are seven tiers going from Dominant Attacker to Dominant Defender, so we could use a 7 sided die on the website that Bec linked to.
Joining a dice room on that same site would allow combatants to see what the other person rolls to prevent cheating.