### Two-on-One

So, there's this MU* that had a stat-system but no 'conflict resolution' system (IE: How do I beat you up?). I futzed around and came up with a combat system that seems to do the trick:

Let's say Bob and Sue are decking it out. They do a +compare and see who has the advantage (If Bob has Reflexes:10 and Unarmed Combat:20, while Sue has Reflexes:15 and Unarmed Combat:10, Bob has +5 and Sue has -5). Work up a base chance from the situation, adapt that by your advantage/disadvantage, and that's the percent-chance odds of hitting them. Then there's the damage done, which gets a plus from how well you hit them (so a slow thug can do about the same in the long-run as a PCP-whacked geek, since the thug gets the occasional sledgehammer hit while the geek gets lots of rabbit-punches).

A thing that only just came up is what happens if it's two folks versus one?

Based on how other systems have handled combat with one person against more than one other person, what seems to work best? A thing where it's a straight -10 per extra target? A thing where you divide the base chance among your targets (so if it's normally 50% +/- whatever, the loner against two is now at 25% +/- whatever)? A thing where you divide the whole shebang among your targets (so the loner against two is using half of 50% +/- whatever)? Or some 'Option D'?

Let's say Bob and Sue are decking it out. They do a +compare and see who has the advantage (If Bob has Reflexes:10 and Unarmed Combat:20, while Sue has Reflexes:15 and Unarmed Combat:10, Bob has +5 and Sue has -5). Work up a base chance from the situation, adapt that by your advantage/disadvantage, and that's the percent-chance odds of hitting them. Then there's the damage done, which gets a plus from how well you hit them (so a slow thug can do about the same in the long-run as a PCP-whacked geek, since the thug gets the occasional sledgehammer hit while the geek gets lots of rabbit-punches).

A thing that only just came up is what happens if it's two folks versus one?

Based on how other systems have handled combat with one person against more than one other person, what seems to work best? A thing where it's a straight -10 per extra target? A thing where you divide the base chance among your targets (so if it's normally 50% +/- whatever, the loner against two is now at 25% +/- whatever)? A thing where you divide the whole shebang among your targets (so the loner against two is using half of 50% +/- whatever)? Or some 'Option D'?