Quote:
Originally Posted by Henchman99942
I have been allowing 0/2/3 and 0/3/2 maneuvers (No move, and either an all out attack and normal defense or a normal attack and an all out defense). However, I have only been allow 'Retreating' if the maneuver has at least (1) point in move. (You could also use extra effort and spend a fatigue, if successful, on an all out attack AND all out defense).
However, you bring up a good theoretical point. Most combat requires some footwork and the listed Maneuvers having an Attack component include a 'Step'. I may have to rethink allowing move of (0) in Maneuvers that have melee Attacks or even Dodges. Maybe requiring a move of at least (1) as a prerequisite for All Out Attacks (3) and regular Attacks (2), but allowing a move of (0) for clumsy Attacks (1) would be a workable solution.
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I'll have to look over the rules in basic again, but I wonder if there's a way to simply charge more for some actions to avoid these combinations.
Quote:
Originally Posted by Henchman99942
I am not as familiar with Martial Arts and Committed and Defensive Attacks. I would need to go over them again.
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They're quite simple. Committed Attacks are less extreme All-Out Attacks--they can be Strong or Determined, but the bonuses to hit or damage are halve, and defenses are restricted and penalized rather than removed entirely (-2, no defense with the attacking weapon, no retreats, IIRC).
Defensive Attacks trade a damage penalty to a bonus to one defense next round.
Personally, I quite like them, and would want to figure out a way to recreate them in your new system. Something like:
Quote:
Pnts Movement Value
0 None
1 Step
2 Half Move
3 Full Move
Pnts Attack Value
-1 None
0 Wild Swing
1 Light Attack (ala Defensive)
2 Normal Attack
3 Minor Enhanced Attack (Ala Committed)
4 Enhanced Attack (All Out Attack)
Pnts Defense Value
-1 None
1 Limited (Some defense options unavailable and/or at penalty)
2 Normal
3 Minor Enhanced Defence (Defensive Attack)
4 Major Enhanced Defense (All Out Defense)
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This way, a Defensive Attack is 1/1/3 and a Committed Attack is 1/3/1. All-Out Attacks still work as 2/4/-1, and All-Out Defenses allow 2/-1/4. You can, theoretically allow an all-out attack with a limited defense (0/4/1) by eliminating steps and retreats.
I'm also okay with the unintended side effect of allowing Wild Swings with an All-Out defense and a Step (1/0/4).