slope - successes used to improve position (ie, to improve later successes); eventually large-enough successes are cashed. some small risks may be taken. random - successes cash immediately - risks are taken I guess to try and improve the cashing perfect - successes used to make a defensive position. when a good shot can be taken, it's taken. risks not generally taken 1) at low levels, defense beats offense 2) at higher levels, offense beats defense 3) taking a shot opens you up on the next round 4) it's possible to improve your position later by work now, and this can accumulate over several rounds (you can improve both your offensive and your defensive position - possibly this is mutually exclusive) 5) you can also sacrifice your later defensive position for an offensive position now, but it seems like this should be less cost-effective than the other way around (since you pay a premium for getting it sooner) 1) Each round there is a winner and a loser (or a tie). The winner wins by some number of degrees, and in addition each has an absolute score. 2) There is an overall risk level monitoring how much danger people are in. 3) There is a health meter showing how much damage people can take. It is possible that losing points on your health meter causes a decline in your fighting skill. (Your actual risk must be calculated by taking the overall risk level and your health and position into account, since a very hurt person at low risk may still be in trouble) Perfect is arguably a lower-risk version of slope, if you assume that improving your defensive position now is the same as improving your offensive position later; random is arguably a higher-risk version of slope with a low version of 'large-enough'. Probably need rules for converting a position into defense or offense bonus. Also need rules for worsening position later in exchange for position now.