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Old 10-11-2017, 10:40 PM   #1
evileeyore
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Join Date: Jul 2006
Location: 100 hurricane swamp
Default [House Rules] Extra Effort in Combat - Quick and Easy

Since the optional stuff from GURPS Basic is off the menu for DFRPG (the quick and easy to use Extra Effort in Combat rules) but the more roll heavy and complicated Extra Effort (in general) rules are still in play... I want to hash out some quick and easy House Rules for using Extra Effort in combat without having to do all the rolls...

House Rules:
1 - All rolls are for Extra Effort in Combat are considered to be a 12 for the Margin of Success (MoS) determination, there is no failure or critical failure, if your will or Will-based skill is below 12, it costs 1 additional FP.
2 - Round to nearest, but you will always get at least a +1.
3 - All attack tasks last for one attack, all defense tasks last the turn.
4 - Non-attack and defense tasks last as per the regular Extra Effort rules (exception, Extra Effort for movement only lasts 10 turns).
5 - You cannot add to your "attack skill" itself, however you can offset penalties this way.

Damage:
Will-based attack skill.

Defenses:
Parries and Blocks are Will-based skill, and Dodge is straight Will or Will-based Acrobatics if they have Acrobatics.

Movement:
Straight Will or Will-based movement skills.

Simple enough.

Just figure the Margins of Success in advance, and your combat is back to being quick and easy!


Example:

Stronkdud the Barbarian has a ST of 17, Will of 10 and has Two-Handed Flail at DX+6. If he wanted to Extra Effort ST for a smashing blow, it costs 1 FP and his ST is treated as 20 for damage purposes, so his damage goes up by +2 thrust and +3 swing (or if you prefer using more dice, just figure out his new damage at his temporary ST).

Stronkdud is fighting Wights with lifedrain! They ignore, nay, they laugh at his Tough Skin and Ankient Hereditorial Armor as all they need do is touch him! He desperately needs to defend... he could Dodge but has no Acrobatics, his Will is a 10, and his Dodge is a 9. So if he pays 2 FP he can get a +1 to his Dodges for a turn. Or he can push himself to Parry more quickly, his Two-Handed Flail skill is DX+6, and his Parry is 13. So he could pay 1 FP and push his Parry up to a 16.




Thoughts?
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