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Best fencing rules?
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<blockquote data-quote="Pseudonym0" data-source="post: 6259000" data-attributes="member: 6774775"><p>Hey Folks <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I've actually been thinking about this myself lately, and I'm keep running into the conclusion that there are so many variables you're probably best to pick a couple small features of more intricate combat and run with those. I may be wrong, but your narrative bit there suggests to me you're thinking along some of the same lines I am: there are both light and heavy Weapon and Armor using warriors, with very different styles and without any being distinctly superior.</p><p></p><p>(NOTE: Using some D&D terms here just for the sake of brevity, the proposed system would actually take a bit to shoe-horn into D&D mechanics)</p><p>(NOTE 2: long-winded and a little complicated looking, but most of the complexity would be built into semi-permanent stats on a character sheet, and a lot less would go into actual combat rounds)</p><p></p><p>So e.g. have 4 archetypes (with trainable skill levels) :Fencer (light weapon/light armour, high attack rate, Dex based), Marauder (heavy Wp/light Arm, medium attack rate, Str/Dex), Legionaire (light Wp/Heavy Arm, medium attack rate, Str/Dex), and Dragoon (Heavy/Heavy, low rate, Str)</p><p></p><p>Then each skill/style comes with basic modifiers for, say, 4 actions: Heavy Strike, Fast Strike, dodge/parry, and block/reversal. </p><p></p><p>-Heavy Strike -easier to block or parry, good block penetration, higher damage</p><p></p><p>-Fast Strike -harder to block or parry, poor block penetration, low damage</p><p></p><p>-dodge/parry - no damage on success, full on strike on failure, on extreme success, results in a parry, ensuring their next attack precedes the opponents and gets a bonus success modifier</p><p></p><p>-block/reversal - damage reduction on success, strength related, on extreme success same result as for parry listed above</p><p></p><p>everyone gets 4 playing cards (Ace,K,Q,J, lets say), representative of these actions, at the start of action, both parties select their cards for 1 defense and 1 attack, everyone reveals their cards at the same time, if anyone wants to change a card at that point they can but take a penalty to their initiative roll and a penalty to the success roll for the swapped card(s). (insert opposed attack vs defense success rolls here). Move on to the next actions with new cards (maybe a new initiative as well).</p><p></p><p> If one party has additional attacks, they are allowed to play them out, the opponent is allowed to swap out defense cards as normal but doesn't get an attack until their next scheduled one, although this can be superceded at any time with a successful parry or reversal.</p><p></p><p>On a successful attack, damage is rolled, reduced by the defenders armor rating (normal AC really wouldn't work in this system) and then probably applied to some sort of wound track (normal HP probably wouldn't work well either), maybe applied as a modifier on a "Nasty Things Weapon Type X Can Do To A Human Body" Table, if you really want sudden-death style combat.</p><p></p><p>Add in a couple tweaks for fighting multiple opponents, disarms, called shots, etc. and I think it might actually be servicable. I won't go into the maths just now because I think this is long enough for my first post. Thoughts anyone?</p></blockquote><p></p>
[QUOTE="Pseudonym0, post: 6259000, member: 6774775"] Hey Folks :) I've actually been thinking about this myself lately, and I'm keep running into the conclusion that there are so many variables you're probably best to pick a couple small features of more intricate combat and run with those. I may be wrong, but your narrative bit there suggests to me you're thinking along some of the same lines I am: there are both light and heavy Weapon and Armor using warriors, with very different styles and without any being distinctly superior. (NOTE: Using some D&D terms here just for the sake of brevity, the proposed system would actually take a bit to shoe-horn into D&D mechanics) (NOTE 2: long-winded and a little complicated looking, but most of the complexity would be built into semi-permanent stats on a character sheet, and a lot less would go into actual combat rounds) So e.g. have 4 archetypes (with trainable skill levels) :Fencer (light weapon/light armour, high attack rate, Dex based), Marauder (heavy Wp/light Arm, medium attack rate, Str/Dex), Legionaire (light Wp/Heavy Arm, medium attack rate, Str/Dex), and Dragoon (Heavy/Heavy, low rate, Str) Then each skill/style comes with basic modifiers for, say, 4 actions: Heavy Strike, Fast Strike, dodge/parry, and block/reversal. -Heavy Strike -easier to block or parry, good block penetration, higher damage -Fast Strike -harder to block or parry, poor block penetration, low damage -dodge/parry - no damage on success, full on strike on failure, on extreme success, results in a parry, ensuring their next attack precedes the opponents and gets a bonus success modifier -block/reversal - damage reduction on success, strength related, on extreme success same result as for parry listed above everyone gets 4 playing cards (Ace,K,Q,J, lets say), representative of these actions, at the start of action, both parties select their cards for 1 defense and 1 attack, everyone reveals their cards at the same time, if anyone wants to change a card at that point they can but take a penalty to their initiative roll and a penalty to the success roll for the swapped card(s). (insert opposed attack vs defense success rolls here). Move on to the next actions with new cards (maybe a new initiative as well). If one party has additional attacks, they are allowed to play them out, the opponent is allowed to swap out defense cards as normal but doesn't get an attack until their next scheduled one, although this can be superceded at any time with a successful parry or reversal. On a successful attack, damage is rolled, reduced by the defenders armor rating (normal AC really wouldn't work in this system) and then probably applied to some sort of wound track (normal HP probably wouldn't work well either), maybe applied as a modifier on a "Nasty Things Weapon Type X Can Do To A Human Body" Table, if you really want sudden-death style combat. Add in a couple tweaks for fighting multiple opponents, disarms, called shots, etc. and I think it might actually be servicable. I won't go into the maths just now because I think this is long enough for my first post. Thoughts anyone? [/QUOTE]
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