Kingdom Hearts: The Song of Forever
In light of the continued difficulty adjusting to the core Tri-Stat dX combat rules, your humble DM has undertaken several house rulings that should improve the flow of combat, make it more intuitive, and not require any recomputation of character sheets.
A Common Resolution Mechanic
All Stat, Skill, and combat rolls shall use 2d6. Dice rolls shall no longer scale with Character Points.
An Intuitive Resolution Mechanic
Your Stats provide a bonus equal to themselves on appropriate Stat rolls. Your Skills provide a bonus equal to themselves on appropriate Skill rolls. If a Stat or Skill check is equal to or greater than the Difficulty Modifier, the Stat or Skill check succeeds. In practice, this will yield a resolution roll of 2d6+Stat/Skill+OtherModifiers on all Stat and Skill checks.
Combat rolls have also been effected in a similar way as well. Your Attack Combat Value is a modifier which you add to your attack roll. Your Defense Combat Value is a modifier which you add to your defense roll. Any appropriate bonus or penalty to your Attack Combat Value or Defense Combat Value becomes a equal bonus on your attack or defense roll. If an attack roll is equal to or greater than a defense roll, the attack hits. This should yield a resolution mechanic for combat of an attacker rolling 2d6+ACV+OtherModifiers and comparing against a defender’s roll of 2d6+DCV+OtherModifiers, with the higher roll winning.
The above house-rules should also resolve the paradox of Initiative being determined by a special set of rules, as Initiative is now just an attack roll.
Invariant Maximum Damage
Damage is no longer variable and attacks always do the maximum amount of damage. This is to simplify bookkeeping: It is possible, based upon experience, that a fixed percentage of maximum damage might instead be used.
Streamlining Defense Actions
As cited above, we are retaining the core Tri-Stat concept of opposed combat rolls: That is, every attack can necessitate an opposed defense roll. Recognizing that this might slow the pace of combat down, we are adopting a system of defensive stances: At the moment, the only two are Active and Passive, detailed below:
Active: In an Active defensive stance, a character defends as they normally do under the current rules: They selected whether to attempt to defend against an attack, roll any and all defenses required, and can benefit from any applicable special abilities granted by adopting a defensive stance. (See below.)
Passive: In a Passive defensive stance, a character automatically “takes 6” on all defense checks, effectively giving them a predetermined defense roll of 6+DCV. A passively defending character will always attempt to defend against an attack and cannot benefit from any applicable special abilities granted by adopted a defensive stance.
At the beginning of combat, each player must choose whether they will Actively or Passively defend against enemy attacks. Changing between active and passive defense can be done during combat, with the process consuming an attack action.
An attacked foe who is Actively defending may expend an unused Defense action to halve the damage taken upon a successful hit. A Defense action may only be expended to reduce the damage if the damage is not otherwise reduced by Armor, Force Field, or another similar Attribute or effect.