Tuesday, October 26, 2010

More with Adding to Combat

I'm actually really surprised that no one thought my idea of adding Special Maneuvers to combat might be too complex.  Gratified, but surprised.  I'm hoping to give them the road-test soon.

So, you only have yourselves to blame for my continuing to think along these lines.  First, I decided to codify some of my thoughts into one place.  For example, in what follows, I had discussed breaking weapons and armour before, but I had that rule in the section on Weapon/Armour Materials.  I realized that it made much more sense to put those rules together with the rules for Special maneuvers.
Combat Results
During each of the three Combat Phases (Melee, Missile, and Sorcery), everyone making an attack of that type makes a Combat Roll with varying results:
Roll is snake-eyes: Fumble
Roll is 10- : Miss
Roll is 11+ : Hit
Roll is 15+ : Special Maneuver
Roll is box-cars: Critical Hit
Fumble
If the attacker is using a weapon made of natural, non-metallic materials, it breaks.   The Referee should feel free to apply other results; for example, he may rule that Artifacts also break on a fumble or perhaps just run out of power.
Hit
As discussed previously, the degree of success indicates base damage done. This is modified by the weapon’s Damage Multiplier and sometimes other modifiers as well (such as STR).

Special Maneuver
If the Combat Roll is 15+, the attacker has the option to make a Special Maneuver.  If so, he subtracts 5 from the Combat Roll so that he does less damage (reducing a roll of 17 to 12 means that base damage goes down to 2).  He can reduce the Combat Roll to 10, in which case he does no damage other than the results of the Special Maneuver. These Maneuvers include:
Wound - the opponent rolls on the Wounds Table (which usually happens only if reduced to 0 or less HP).

Knock Down/Back - the foe must stumble back a few feet or falls down.

Disarm - the foe’s weapon goes flying out of his hand.

Stunning Flurry - a flurry of disorienting blows that forces the foe to lose his next turn.

Deadly Display - the character's display of martial prowess is so intimidating that the foe must immediately make a Morale Throw.
The Referee should feel free to add any other Special Maneuvers that seem fun.


Critical Hit
A roll of box-cars has one of the following effects:
Automatic Hit - if the attacker had no chance to roll 11+, he still hits on box-cars. This means that everyone has at least some chance of hitting any foe.
If the attacker has no need for an automatic hit, then another effect results.
Break Natural Armour/Shield - if the foe’s armour and/or shield if made of natural materials, it breaks and becomes useless. If both armour and shield are susceptible to this effect, the shield will always break first.

Extra Damage - the weapon’s Damage Multiplier increases by one. A Tiny Weapon goes from x ½ to x1, a Small Weapon goes from x1 to x2, and so on.
More to come.

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