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Best fencing rules?
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<blockquote data-quote="steenan" data-source="post: 6962004" data-attributes="member: 23240"><p>Among systems I have some experience with, the following seem to handle fencing in the most satisfying way:</p><p></p><p>- Exalted 3e. Initiative is not only a measure who goes first, but also a measure of general advantage in combat; you gain it through successful fighting maneuvers (so called "withering attacks"), lose it to opponent's actions and may cash in to perform a wounding attack ("decisive attack"). You can also perform several different "gambits", like disarming an opponent. And, on top of that, you have various charms (innate supernatural powers) and martial art styles with their own tricks.</p><p></p><p>- Burning Wheel. It uses an ingenious combat system where everybody writes down actions for given round (typically 3, but it depends on character's stats) that are then revealed and resolved. That makes maneuvers such as changing range very important. It also emphasizes the difference between playing things safe, pushing to gain an advantage and going all-in (which may leave you in a very bad position if you incorrectly predicted what your opponent will do). This seems very close to my real-life fencing experience.</p><p></p><p>- Fate Core. While it is not tactical in the D&D sense, the combination of damage system (stress vs consequences), concession and the create advantage action which allows stacking various tactical advantages and then performing a devastating attack. I've seen combats resolved without any hits, because one side got so much advantage that the other decided to concede instead of taking the attack that would follow.</p></blockquote><p></p>
[QUOTE="steenan, post: 6962004, member: 23240"] Among systems I have some experience with, the following seem to handle fencing in the most satisfying way: - Exalted 3e. Initiative is not only a measure who goes first, but also a measure of general advantage in combat; you gain it through successful fighting maneuvers (so called "withering attacks"), lose it to opponent's actions and may cash in to perform a wounding attack ("decisive attack"). You can also perform several different "gambits", like disarming an opponent. And, on top of that, you have various charms (innate supernatural powers) and martial art styles with their own tricks. - Burning Wheel. It uses an ingenious combat system where everybody writes down actions for given round (typically 3, but it depends on character's stats) that are then revealed and resolved. That makes maneuvers such as changing range very important. It also emphasizes the difference between playing things safe, pushing to gain an advantage and going all-in (which may leave you in a very bad position if you incorrectly predicted what your opponent will do). This seems very close to my real-life fencing experience. - Fate Core. While it is not tactical in the D&D sense, the combination of damage system (stress vs consequences), concession and the create advantage action which allows stacking various tactical advantages and then performing a devastating attack. I've seen combats resolved without any hits, because one side got so much advantage that the other decided to concede instead of taking the attack that would follow. [/QUOTE]
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