Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Best fencing rules?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Dungeoneer" data-source="post: 6258297" data-attributes="member: 91777"><p>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. </p><p></p><p>Here's a real simple system to model a back-and-forth duel, off the top of my head: </p><p></p><p>- Two combatants start in the middle of the field, which is abstracted as a simple 2D line.</p><p>- For this system the combatants should be using roughly equivalent melee weapons.</p><p>- Three moves in either direction is a wall. Being up against a wall is bad.</p><p>- Attacks are rolled as normal. On a successful attack, in addition to doing damage, a combatant advances one move and their opponent retreats one move.</p><p>- Combatants may choose to forego an attack to 'dodge'. </p><p>- When a combatant chooses to dodge and their opponent chooses to attack, they do not move back one if they are hit. If their opponent misses, they swap places with them. </p><p>- If both combatants choose to dodge, nobody moves and both have their HP reduced by a small increment.</p><p>- When a combatant is pushed back against a wall, combat is over and they are at the mercy of their opponent. They lose.</p><p></p><p>This is a pretty boring system, but I think we could elaborate on it pretty easily. Perhaps we could add more actions, like 'feint' and 'parry'. They might have rock-paper-scissors style interactions. Momentum is another dimension we might want our duel to model. But I think the important thing here is that we've added a new 'win' condition beyond 'drop your opponent to 0 HP'. In turn that introduces some decisions for the players to make.</p><p></p><p>I'm sure some other folks could add to this or improve it.</p></blockquote><p></p>
[QUOTE="Dungeoneer, post: 6258297, member: 91777"] 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. Here's a real simple system to model a back-and-forth duel, off the top of my head: - Two combatants start in the middle of the field, which is abstracted as a simple 2D line. - For this system the combatants should be using roughly equivalent melee weapons. - Three moves in either direction is a wall. Being up against a wall is bad. - Attacks are rolled as normal. On a successful attack, in addition to doing damage, a combatant advances one move and their opponent retreats one move. - Combatants may choose to forego an attack to 'dodge'. - When a combatant chooses to dodge and their opponent chooses to attack, they do not move back one if they are hit. If their opponent misses, they swap places with them. - If both combatants choose to dodge, nobody moves and both have their HP reduced by a small increment. - When a combatant is pushed back against a wall, combat is over and they are at the mercy of their opponent. They lose. This is a pretty boring system, but I think we could elaborate on it pretty easily. Perhaps we could add more actions, like 'feint' and 'parry'. They might have rock-paper-scissors style interactions. Momentum is another dimension we might want our duel to model. But I think the important thing here is that we've added a new 'win' condition beyond 'drop your opponent to 0 HP'. In turn that introduces some decisions for the players to make. I'm sure some other folks could add to this or improve it. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Best fencing rules?
Top