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Old 07-23-2018, 01:53 PM   #1
Nils_Lindeberg
 
Join Date: Jul 2018
Default One possible take on martial arts and "parry"

Active parry is very difficult to implement without slowing down the game and change the feel of the game. Now and then having to roll an extra die or two to hit, is ok. And people actually wanting to use Defend and Dodge options would be a nice bonus.

Basic change to Defend and Dodge option:

Defend action - You can defend, your enemies get +1 die vs DX to hit you (normally 4vsDX), but you can still attack or cast a spell with -6 DX. Gets better with UC talents. Two highly talented warriors can both go defensively and despite having adjDX of 20+ still have a hard time hitting each other. And in a duel with many rolls, the best man will most likely win. But if they both go all out attacking, the fight will be over very quickly. And that will be the norm. This will also lead to most people going defensively at the beginning of a duel to see where they stand and then trying to find the best tactic.
Dodge works the same way if you can do a ranged attack of your own or a melee attack if you are currently in melee.

And here is the changes I use to Unarmed Combat. It is now viable for all weapons and builds off of the basic change to Defend and Dodge.

Talents:
All "UC" talents cost 1 less. These are now MARTIAL ARTS in a wider sense, since many fighters will take it.

IQ 10 (1p)MA I gives you only -5 DX when you defend or dodge. You can attack at the same time with the DX penalty.
You can defend barehanded against armed opponents and unarmed damage is +1.
If you are a wizard you get an extra +1 dmg in HTH related things just like Fighters already have.
Pinning rules and HTH follows the normal UC rules. You can use UC talents armed and armored.

IQ 11 (1p)MA II gives you only -4 DX when you defend or dodge.
You can shield-rush w/o a shield. You can use the new version of the Fencing talent with unarmed attacks. (basically a critical hit talent for everyone)

IQ 12 (1p)MA III gives you only -3 DX when you defend or dodge.
You do another +1 dmg with unarmed attacks.

IQ 13 (1p)MA IV gives the choice to take -2 DX for +1 die or -6 DX for +2 dice when def. or dodge.
When you throw people they resist with 4 or 5 dice vs DX depending on ST (see vanilla UCIII).
Eyes in the back. The rear is a side hex, side hexes are front hexes.
You can divide the extra dice up between Dodge and Defend.
So with a -6 to DX you can Defend for 1 extra dice and Dodge for 1 extra dice.

IQ 14 (2p)MA V Gives +1 dice for an enemy and -0 DX for you when def. or dodg., +2 dice for DX -4 and +3 dice for DX -10.
Unarmed nerve attack (Disarm or knockdown) when you do at least enemy ST / 5 dmg (round up).

Summary: "Poor man's parry"
Implement a trade-off between to-hit and enemy to-hit. Make it available to everyone. Add it to UC talents and remove some of the limits on minimum adjDX and no armor rule. People need high adjDX to use it properly anyway. Make it possible to Defend and Dodge at the same time at high talent levels.
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