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Best fencing rules?
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<blockquote data-quote="GMMichael" data-source="post: 6257679" data-attributes="member: 6685730"><p>That was awesome.</p><p></p><p>Anyway, try the Modos RPG rules:</p><p></p><p></p><p>Stance and technique choice are well represented by two things: initiative placement, and posture. The character with higher initiative has the first opportunity to gain better attack rolls by combining actions, and choosing the higher of his die results. Using a movement action to take defensive posture is akin to changing stance, and each duelist can engage at that range for half damage, or do an initiative dance to see who gains the upper hand on re-engagement.</p><p></p><p></p><p>Easily handled by the damage rules. Damage is more like "progress" than actual damage, and the GM can easily say, "the first character to reach half-physical damage has received the touche'."</p><p></p><p></p><p>This is first handled by the players. The abstract nature of the game allows contests and damage to take the form desired by the players. For example, moving to defensive posture could be "I take the Neumann's defense," or "I hide behind a column!"</p><p></p><p>Next, you could simply design a matrix with attacks on one column, and defenses on the other. Each box in the matrix features a different bonus, and refers to the interaction between maneuvers, like this:</p><p></p><p>[TABLE="width: 500"] [TR] [TD]Attacker bonus[/TD] [TD]Tiger attack[/TD] [TD]Lion attack[/TD] [/TR] [TR] [TD]Bear defense[/TD] [TD]+3[/TD] [TD]-3[/TD] [/TR] [TR] [TD]Tortoise defense[/TD] [TD]-1[/TD] [TD]+1[/TD] [/TR] [/TABLE] Using a Tiger attack against a Tortoise defense gives the attacker -1. The attacker prefers to switch to the Lion attack, which would give him a +1. It takes him an action to change forms, during which time the defender could become the attacker...</p><p></p><p></p><p>Shouldn't take too long. Physical health is the equivalent of hit points, and max health is equal to a character's physical score. Sure, physical protection would reduce the damage, but if you're only fighting to half health (half damage), it would still be over pretty quick. Damage and protection rolls aren't necessary since you can just take half of the die, but either the player or GM (or both) still need to roll some d20s.</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6257679, member: 6685730"] That was awesome. Anyway, try the Modos RPG rules: Stance and technique choice are well represented by two things: initiative placement, and posture. The character with higher initiative has the first opportunity to gain better attack rolls by combining actions, and choosing the higher of his die results. Using a movement action to take defensive posture is akin to changing stance, and each duelist can engage at that range for half damage, or do an initiative dance to see who gains the upper hand on re-engagement. Easily handled by the damage rules. Damage is more like "progress" than actual damage, and the GM can easily say, "the first character to reach half-physical damage has received the touche'." This is first handled by the players. The abstract nature of the game allows contests and damage to take the form desired by the players. For example, moving to defensive posture could be "I take the Neumann's defense," or "I hide behind a column!" Next, you could simply design a matrix with attacks on one column, and defenses on the other. Each box in the matrix features a different bonus, and refers to the interaction between maneuvers, like this: [TABLE="width: 500"] [TR] [TD]Attacker bonus[/TD] [TD]Tiger attack[/TD] [TD]Lion attack[/TD] [/TR] [TR] [TD]Bear defense[/TD] [TD]+3[/TD] [TD]-3[/TD] [/TR] [TR] [TD]Tortoise defense[/TD] [TD]-1[/TD] [TD]+1[/TD] [/TR] [/TABLE] Using a Tiger attack against a Tortoise defense gives the attacker -1. The attacker prefers to switch to the Lion attack, which would give him a +1. It takes him an action to change forms, during which time the defender could become the attacker... Shouldn't take too long. Physical health is the equivalent of hit points, and max health is equal to a character's physical score. Sure, physical protection would reduce the damage, but if you're only fighting to half health (half damage), it would still be over pretty quick. Damage and protection rolls aren't necessary since you can just take half of the die, but either the player or GM (or both) still need to roll some d20s. [/QUOTE]
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