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Best fencing rules?
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<blockquote data-quote="howandwhy99" data-source="post: 6259259" data-attributes="member: 3192"><p>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. </p><p></p><p>Plenty of games including D&D through the years have included published rules or house rules to cover almost everything you wrote about. There were some things I had questions about though: <ol> <li data-xf-list-type="ol">What is the result of straining from blocking an all out attack? Fatigue?</li> <li data-xf-list-type="ol">Broman has the advantage on armor and weaponry. Their prices should be more, but they are quick to be destroyed, so... maybe not. </li> <li data-xf-list-type="ol">Crippling an arm stops sword use, but not unstrapping a shield?</li> <li data-xf-list-type="ol">Debilitating Broman's sword arm completely cannot lead to incapacitating him further? How is that?</li> <li data-xf-list-type="ol">Round 10 assessments. Does studying an opponent gain information usually withheld when within a melee?</li> <li data-xf-list-type="ol">Round 11 has simultaneous initiative, perhaps this is a result of assessing each other?</li> <li data-xf-list-type="ol">Wild swings and over-extending can be handled with stance rules from dueling. So previous actions and consequences result in limited actions in following rounds.</li> <li data-xf-list-type="ol">"He puts everything he can into a heavy hack at Allar's leg." Is this suggesting energy is exertion/expendable? Usually combat attacks assume best attempts.</li> <li data-xf-list-type="ol">Is armor deflecting, damage buffering, damaged by attack, some/all?</li> <li data-xf-list-type="ol">Balancing as a whole round action is significant. What are the benefits for doing this? What about combat requiring more balancing than usual?</li> <li data-xf-list-type="ol">A missed called shot still hitting elsewhere makes called shots better than they usually are. Normally games are designed for balance to avoid obviously better tactics in most cases.</li> </ol><p>Most everything is covered already somewhere else:</p><ul> <li data-xf-list-type="ul">Turn-based actions, </li> <li data-xf-list-type="ul">Movement, facing, stance altering possible actions (wild swing, over-extension), picking up an item, </li> <li data-xf-list-type="ul">Attacking and Defending actions, "aggressive attack", feign, disarm, called location attacks with differing difficulty in hitting, assassination /killing blows</li> <li data-xf-list-type="ul">Armor, locations for armor/shields, armor damage, active blocking with locational armor, </li> <li data-xf-list-type="ul">Weapon types with attack types, sheathing/unsheathing, reach with close-quarter fighting (grabbing, holding, pushing, breaking a hold, body attacks /"kneeing")</li> <li data-xf-list-type="ul">Damage accumulates, damage by location (kidneys), damage effects like disabling, ongoing damage/blood loss, unconsciousness, death, and "non-serous" damage". Pain effects including staggering /reeling</li> </ul></blockquote><p></p>
[QUOTE="howandwhy99, post: 6259259, member: 3192"] 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. Plenty of games including D&D through the years have included published rules or house rules to cover almost everything you wrote about. There were some things I had questions about though:[LIST=1][*]What is the result of straining from blocking an all out attack? Fatigue? [*]Broman has the advantage on armor and weaponry. Their prices should be more, but they are quick to be destroyed, so... maybe not. [*]Crippling an arm stops sword use, but not unstrapping a shield? [*]Debilitating Broman's sword arm completely cannot lead to incapacitating him further? How is that? [*]Round 10 assessments. Does studying an opponent gain information usually withheld when within a melee? [*]Round 11 has simultaneous initiative, perhaps this is a result of assessing each other? [*]Wild swings and over-extending can be handled with stance rules from dueling. So previous actions and consequences result in limited actions in following rounds. [*]"He puts everything he can into a heavy hack at Allar's leg." Is this suggesting energy is exertion/expendable? Usually combat attacks assume best attempts. [*]Is armor deflecting, damage buffering, damaged by attack, some/all? [*]Balancing as a whole round action is significant. What are the benefits for doing this? What about combat requiring more balancing than usual? [*]A missed called shot still hitting elsewhere makes called shots better than they usually are. Normally games are designed for balance to avoid obviously better tactics in most cases. [/LIST] Most everything is covered already somewhere else: [LIST] [*]Turn-based actions, [*]Movement, facing, stance altering possible actions (wild swing, over-extension), picking up an item, [*]Attacking and Defending actions, "aggressive attack", feign, disarm, called location attacks with differing difficulty in hitting, assassination /killing blows [*]Armor, locations for armor/shields, armor damage, active blocking with locational armor, [*]Weapon types with attack types, sheathing/unsheathing, reach with close-quarter fighting (grabbing, holding, pushing, breaking a hold, body attacks /"kneeing") [*]Damage accumulates, damage by location (kidneys), damage effects like disabling, ongoing damage/blood loss, unconsciousness, death, and "non-serous" damage". Pain effects including staggering /reeling [/LIST] [/QUOTE]
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