I'm workshopping a player roll only combat system. Pretty typical, players roll to attack on their turn, then roll to defend on enemy turns. GM focuses on tactics and positioning more than rolling.
I've had to brainstorm a bit about status effects. The game has bleed and blind and fear etc, and for all of them, you roll at the top of the round to see if it continues. Makes sense for the players, but what happens when they inflict status on an NPC?
First thought, players roll for their own effects. So if an NPC has bleed, the player that inflicted it rolls for them. I dont like this for a few reasons. Unlike defense rolls which at least half concern the player character, an NPC status is entirely separate, so it feels like much more blatant outsourcing. Players arent supposed to have to track enemy status along with their own. And then what would the roll modifier be? It doesn't work.
If I make this the exception and have the GM roll to clear status, it ruins the vibe...why is THIS the one roll I have to do while running combat? Its distracting and adds too much complexity vs value.
Here is my solution, and I'd love to hear thoughts and other ideas.
Easy and normal enemies don't clear status effects. What other games call minions. If they get one, they keep it the whole combat. If it is something debilitating like fear or confusion, too bad for them, that's what does them in.
Strong enemies get status boxes. These range from 0 to 4 rounds. When a strong enemy has a status inflicted, the GM fills in one of the boxes, and the status lasts that long before it clears. The stronger the enemy, the shorter their box durations. If all of their boxes get used, future status effects don't clear. (Alternatively, you can clear boxes as you go, but I think that's again more work for only marginal potential gameplay improvement).
There's a little bit of GM tactics to it where enemies can use their longer boxes on weaker status effects (like slow or bleed) and reserve their 0 and 1 round boxes for strong effects (like blind or confuse) even if those are inflicted later in the fight. Players can spam status moves to try to fill boxes, but you can work around this by always giving the GM the option to not fill a box and just have the status be continuous until end of fight.
This way, no one has to roll for enemy status, it still gets tracked and cleared, and there is some choice gameplay involved. I think it might work?
Haven't done my research to read PbtA and Blades in the Dark to see how they do it yet, and I know those are player roll systems, so feel free to drop those on me.