TarionzCousin
Second Most Angelic Devil Ever
Spellbound Kingdoms has some elaborate combat rules that might work.
It was nominated for an Ennie in 2012 for Best Rules.
It was nominated for an Ennie in 2012 for Best Rules.
Not quite 'fencing' or 'swashbuckling.' More like "sword-fighting where you have to do things more precise than just 'make an attack' and 'do damage.'"
What I kind of envision is a game going like this:
Allar has a scimitar and is wearing leather armor. Broman has a bastard sword and a shield, and is wearing chainmail.
Normal d20 combat has very few 'dimensions': HP, defenses, attack bonuses. If you want to model something specific like the parries and thrusts of a sword fight then you need a new dimension. Maybe more than one. Position is the most obvious one to add.I've never been keen on systems which just have random "dragon" or "tiger" or "wooden chair" styles which may as well just be numbers or letters which just add a bonus or penalty here and there. And paper/scissor/stone type styles are too random (and are still just words which may as well be letters).
I don't know the solution, though. Maybe just a crapload of maneuvers you can learn, and if your opponent knows the counter, he can use it. Or something.
I'm looking for inspiration for house rules to make duels more interesting than just chopping through each other's "abstract survival points." I come primarily from a D&D/Pathfinder background, but I've fenced a bit so I know things get more complex than two people just hacking at each other.
What sorts of novel fencing or dueling systems have you played? In particular, I'm interested in systems that offer one or more of the following:
a) characters change stances or techniques mid-fight to try to get an upper hand
b) it's possible to defeat an enemy simply by getting the upper hand; for example, maybe you never actually land a blow until the end of the fight, and every 'success' up to that point is simply getting your foe more off-balance so you can deliver a single killing strike
c) there's more nuance than "hit" or "miss," and more reactions between the two duelists than "I make an attack roll" and "I make a parry roll."
And ideally it wouldn't take more than a few minutes to resolve a duel. Any ideas?
Taking turns to create the fiction you just shared is one type of game. I'm assuming you want more competition among the players where each is attempting to beat the other's character in battle.Not quite 'fencing' or 'swashbuckling.' More like "sword-fighting where you have to do things more precise than just 'make an attack' and 'do damage.'"
What I kind of envision is a game going like this:
Allar has a scimitar and is wearing leather armor. Broman has a bastard sword and a shield, and is wearing chainmail.