From: Loren Miller (LOREN@marketing.wharton.upenn.edu)
Date: Wed 07 Jul 1993 - 21:31:36 EEST
I'd like to see the combat options go this way instead of the
Before committing an attack or defense, represented in the game by
current way. I think this is more of a RQ Lite way of representing
combat options, especially since it gets rid of much of the rules dirt
that I think encumbers the present combat option rules.
rolling the dice, state which special option your character wants.
For instance if you want to trip your opponent, choose the Knockback
option, or if you want to hit him in the leg, choose the Aimed Blow
option. Upon a successful attack you may do normal damage to your
opponent. Upon a special success you may do normal damage as modified
by the special option you chose. Upon a critical success you may do
normal damage as modified by the special option you chose, and by a
second special or critical option of your choice.
SPECIAL COMBAT OPTIONS
Knockback (Str vs Siz to knock back 1m/5 pts damage or knockdown)
Knockout (Semi-lethal Damage vs Con to stun and knockout opponent)
Slash (max weapon damage)
Crush (damage bonus x2, up to +10 total)
Impale (weapon damage x2)
Aimed Shot (hit a stated hit location)
Disarm (Str or Dex contest)
Break Weapon
Entangle
Feint (opponent loses next defense)
Flurry (get a free attack)
Guard (get a free parry)
Weave (get a free dodge)
Indirect (weapon takes no damage to AP)
Standfast (get a free brace against knockback)
CRITICAL COMBAT OPTIONS
Armor Piercing (halve defensive armor)
More complete definitions of the various special options could be
included below, to keep the rules lawyers happy.
-- +++++++++++++++++++++++23 Loren Miller LOREN@wmkt.wharton.upenn.edu Into the flood again, same old trip it was back when 0,,
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