November 30, 2005

Actions and Fighting Styles

Okay, each round you get a Primary Action (2/3 of your concentration) a Secondary Action (1/3) and a free action (free). A "Full Action" uses up your full concentration and thus counts as both a Primary and Secondary Action combined.

Attacking is normally a Primary Action (a crappy, 1/2 damage attack can be made as a secondary action). Dodging/Parrying is a 2ndary action.

Moving: As a primary action, move your full movement rate. As a secondary, move 1/3 of it. As a free action, move a pace.

Dodge: As a primary action, dodge vs missile/hurled weapons. As a secondary, dodge vs melee at full or ranged at a penalty die. As a free, dodge vs melee with a penalty die or ranged with two penalty dice.

Parry: As a primary action, parry vs all adjacent foes. As a secondary, parry vs one foe. As a freebie, parry vs one foe IF your weapon allows free parries.

"Big Bruiser": uses heavy weapons for maximum effect. Does the most base damage (average d10+Brawn), but only gets an extra d4 per crit. No free parries, so if you get attacked you'll have to blow a Secondary Action to parry or dodge. Maybe d10+Brawn * 1.5?

"Fencer": uses light weapons for maximum accuracy. Minimal base damage (average d6+Brawn/2), but does an extra d8 per crit. Two free parries per turn.

"Flexible": uses medium weapons for maximum flexibility. Better damage than light weapons (average d8+Brawn) but not as good as heavy, does extra d6 per crit. One free parry per turn.

You can get a further bonus by using both hands (both hands adds +2 Brawn
with heavy, +1 with medium and +1 when using a light weapon).

Flexible weapons: if you attack someone and they parry/block and win by 2 or less, you still score a SL 1/2 hit. Unfortunately, the same applies to you when you try to parry. If two flexible weapons attempt to parry each other, you have to win by 4+ to avoid that SL 1/2 hit.

Hm. One problem... if dodge/parry is an opposed check, instead of a flat value, then the SL 1/2 stuff might not work... after all, it's one point easier to hit 10+Evasion than 2d10+Evasion.

Okay, this is a decent start... but I want to make sure that fighters can properly distinguish themselves from each other. These seem more like ways to make sure that the different weapons work differently.

Posted by Kiz at November 30, 2005 10:22 AM
Comments
Post a comment









Remember personal info?