Got a system to look into.
- Roll The Dice! You must only use 20 sided dice. And use ONE dice. Only.
- Take turns emoting your moves, reacting and acting, then use the dice again.
- Roll 1, critical failure. Your attack fails and your rival gets +1 to their next move, since you done screwed up.
- Roll 2, 3, 4 and you miss.
- Roll 5, 6, 7 and it's a glancing hit! thats 5 points of damage!
- Roll 8, 9 and it's a solid strike! 10 points of damage!
- Roll 10, 11, 12, 13, and it's a powerful hit! 20 points of damage!
- Roll 14, 15, 16. Right in their weak spot! 27 points of damage.
- Roll 17, 18, 19. Critical! 32 points of damage.
- Roll a 20 and that's a Critical right where it hurts the most! 45 points of damage!
Modifiers can be discussed, obviously, to both HP and Attack.
This allows for only one roll needed per post, instead of a defend/attack action. Saves time and lets the opponent dictate how they dodged, or what happens when they're hit.