If I were to move further towards a simulationist perspective, I’d do it as follows.
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Remove “Hero Points” or “Fighting Ability Points entirely” and simply track “Life Points” or Mass. Life Points would be equal to CON (or 2x the values in
the earlier example).
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Increase all damage by 1 die.
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Characters have an Attack Throw and a Defense Throw. Attack Throw is as normal. Defense Throw is equal to Attack Throw +7. Reduce the target value by 1 for a shield (more if magical); by 1 for Weapon & Shield proficiency; by DEX mod; by Swashbuckling bonus; and by Graceful Fighting bonus.
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To hit, a character must roll greater than his attack throw. A roll 8 or more points greater than his target value is a critical hit.
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The target may then attempt to parry/dodge by rolling greater than its defend throw.
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An unblocked hit deals damage to Life Points. But damage is reduced by the value of its Armor Class.
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An unblocked critical hit does double damage and allows an additional attack against the target (if it is still alive). A critical hit blocked by a normal parry does normal damage but allows an additional attack. A critical hit blocked by a critical parry is blocked. A normal hit blocked by a critical parry results in a riposte from the defender (free attack). The riposte cannot be blocked.
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The maximum number of cleaves, dodges, and ripostes a character may make per round is equal to level for fighters, 1/2 level for clerics/thieves, and 1 for mages.
EXAMPLE: A 5th level Bladedancer (DEX 16, CON 9, Leather Armor +1, 2 swords +1, Swashbuckling, Weapon Finesse) has Attack Throw (8-1-1-2-1-1) 2+, Defense Throw (8+7 - 2-1-1) 11+, Life Points 9, Armor Class 3. She has Swift Sword (2 attacks per round) and Striking, so she deals 3d6 damage per attack.
Her 5th level Fighter opponent (STR 16, CON 14 Plate +1, Shield +1, Sword +1, Weapon & Shield Proficiency) has Attack Throw (7-2-1) 4+, Defense Throw (7+7 - 1-1-1) 11+, Life Points 14, Armor Class 7. He deals 1d6+5 damage per attack.
They engage with Bladedancer winning the initiative. The Bladedancer makes her first attack, needing 2+ to hit and 10+ to crit. A roll of 6 is a hit. The Fighter parries, needing 11+. He rolls an 11 and parries. The Bladedancer makes her second attack and rolls a 9, a hit. The Fighter rolls a 9 to parry and fails. The Bladedancer rolls 3d6 for damage, yielding an 8; Subtracting 6 armor, the Fighter takes 2 HP of damage, and is down to 12.
It’s now the Fighter’s turn. He needs a 4+ to hit and 12+ to crit. He rolls an 8, a hit. The Bladedancer needs 11+ to parry, and rolls a 12. It’s now the next round.
The Bladedancer wins the initiative and attacks. Her first attack throw is a 7, a hit. The Fighter’s parry roll is a 20, a critical parry! This triggers a riposte. The Fighter’s riposte is a 3, however, so he misses. The Bladedancer now makes her second attack. Her roll is a 9, so she hits. Incredibly, the Fighter rolls a 19, a critical parry, and ripostes again! His attack roll of 8 hits. The Bladedancer now parries, and rolls an 18–a parry, but not a critical one.
It’s now the Fighter’s turn. He rolls a 16, scoring a critical hit. The Bladedancer attempts to parry, but rolls a 9. She therefore takes double damage of 4+2+5+5=16 points. Even reduced by her armor of 3 points, she is taken to -4 HP. The fight is over.