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#81 | |
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Grim Reaper
Join Date: Aug 2004
Location: Italy
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bye! -- Lut God of the Cult of Stat Normalization |
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#82 |
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Join Date: Aug 2004
Location: Dorset, UK
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I totally agree with Ze's mechanic as it's the one I used in 3e myself.
My perception of dodge is one movement away from all attackers, such as inter alia, ducking or leaning backwards. I'm open to opinions, but I think you'd find it difficult, unless the movement was very small, to make more than one dodge in a second, especially when combined with an attack. Because of this one roll just feels right to me, it's just that Ze and I chuck in a -1 penalty for all successful attacks, with dodge failiures being hit by that many attacks. Now I haven't played 4e, but in my opinion, the best way to handle deceptive attacks if I'm reading other people posts right would as follows: Defender dodge 10 Attacker 1 regular attack Attacker (Major-ish NPC) 2 deceptive attack -2 Attacker 3 regular attack Defender's dodge roll 8 Attacker 1 effective dodge roll 8 miss Attacker 2 effective dodge roll 9+1 (due to additional -1 to dodge)=10 miss Attacker 3 effective dodge roll 10 miss This is how I deal with dodge anyway, take it or leave it. What I want to know is if people have any system, for want of another word, partially winning combat to reduce effective defence, ie a flurry of blows driving an attacker away, or knocking a weapon away to leave a foe open etc., even if they do no damage. I mean, once your on the back foot it's hard to recover. These aren't deceptive attacks as I see them (implied from other posts, and the name!), more combos. Any ideas?
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#83 | ||
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Join Date: Aug 2004
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#84 | |
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Join Date: Aug 2004
Location: Santa Fe, NM, USA
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Each action you take during your turn (after the first) gives you a cumulative +1 modifier to your die rolls. (thus increasing the chance of rolling 18+ and a critical miss) Example: Conan is assailed by several beastmen in the Border Kingdom. Conan (is faster) and fast draws his sword Conan then attacks cleaving beastman #1 in two (at +1 penalty, 2nd action of his turn) Beastman #2: attacks and hits, Conan blocks (at +2 penalty 3rd action of his turn)Beastman #3: attacks and hits, Conan parries (at +3 penatly 4rd action of his turn)Beastman #4 attacks and hits, Conan now dodges (at +4 penalty, 5th action of his turnand so on.... This might be something that works for the effect you are looking for CM_Dicely? My players found it too harsh (scared of getting their PC's offed) unless we were playing in the over 250 pt range. So I didn't use it in the campaign. It was designed for 3rd ed so it would have to be tweaked to use in 4th ed. An intresting thing that started happening in our playtest, is that several players started leaving their attacks as the last thing they did in their turn. Sort of a wait. This left their all important defenses with lower penalties at the expense of giving their attacks the higher penalties. Also, characters attacked by several opponents would also forego their attack (in a given turn) if they had a big enough penalty (don't want that critical miss) providing for that "lull" that many players say doesn't exist in GURPs. You also get alot more relying on Armor DR alone rather than Active Defense rolls using this system. It does add the complication of tracking your current penalty, we just used a die next to the figure. Last edited by sampo; 05-25-2005 at 10:18 AM. |
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#85 |
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Join Date: Aug 2004
Location: Dorset, UK
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I was thinking about combos etc. and just came up with this:
If a character just manages to parry, or other active defence (definition of just not ready yet!) then they are at -1 to active defences next turn, and cannot attack. Again, I'm thinking and typing at the same time, so this may be little harsh attack wise! This makes retreats and lulls, if these still exist at 4e, valuable. Alternatively, or as well as, if you fail to hit but your opponent does then you suffer the same consequences as above. If you really want to make things hard, should they just succeed again in the next turn, you could give them a -2 penalty and so on. Opinions?
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Do the Devil's work |
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#86 |
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Join Date: Jun 2005
Location: Austin, TX
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This is a topic of much debate among the gamers in my group. I apologize in advance if I repeat any of the replies to this thread. I read the first few pages and then gave up.
One of your responders said that 4e Deceptive Attacks are your friend. This is true, although you could go with some optional rules in 3e and just penalize the defender's active defense role by an amount equal to half of the successors success margin. The only think I dislike about this is that it might encourage your non-munchkins (if you have any) to join their ranks. Another option is to implement a particularly nasty house rule with which my group has been experimenting. Every 10 seconds that the characters are involved in combat activities, remove 1 fatigue (plus their level of encumbrance). So, you have a hulking brute with platemail armor but very little fatigue. He'll be sweating in 20 seconds of combat. I like this rule because it forces players to consider a more balanced character. Finally, I'm sure someone has mentioned this, but you can restrict move to be no more than 30% higher than what it would be if it were simply calculated from HT and DX. These are just some thoughts... They seem to be working for my gaming group. -Brian |
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#87 | ||
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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#88 | |
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Join Date: Jun 2005
Location: Austin, TX
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I'm not sure about the rule on page 17 (book is not in front of me), but I do remember reading something about that. On a side note, I couldn't help but notice the Gamers, Mark the Red quote in your signature. Very funny. Great movie! "You look trustworthy. Perhaps you'd like to join our noble quest." Last edited by PoweredByCoffee; 07-05-2005 at 02:46 PM. |
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#89 |
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Join Date: Aug 2004
Location: Santa Fe, NM, USA
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PoweredbyCoffee
Here is a slight variation on your you lose fatigue every 10 seconds HR: Loss of Fatigue via Exertion Fatigue Points are Lost for Fighting in Combat. After:(HT x 1) seconds of combat have elapsed the fighter loses: 1 + (Enc lvl) fatigue After (HT x 5) more seconds of combat have elapsed the fighter again loses: 1 + (Enc lvl) fatigue Every (HT x 5) seconds of combat thereafter the fighter rolls vs. HT* or loses: 1 fatigue (2 w crit fail) *HT roll modifiers (-1 per minute of combat, - (Enc lvl) & - heat) It may be of use to someone on the list. I've used this in my detail campaigns for years. Note this was used in a 3rd edtion campaign, of the top of my head I can't think of anything that will need to be tweaked to use it in 4th ed |
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#90 |
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Grim Reaper
Join Date: Aug 2004
Location: Italy
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G3 already had rules for fatigue in long fights, they are in G:MA under tournament rules IIRC.
In short, for continuous combat (no rounds):
__________________
bye! -- Lut God of the Cult of Stat Normalization |
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| Tags |
| active defence, dodge |
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