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<blockquote data-quote="SKid4" data-source="post: 6491528" data-attributes="member: 27994"><p>I have some ideas on this.</p><p></p><p>1) Add a new attribute for projectile attacks (i.e., bows and guns). Thrown attacks are fine as is, but projectile attacks are basically on the same level as magic. The new attribute would act like magic. This is a clunky method.</p><p></p><p>1a) Defense against projectile attacks is based on Speed.</p><p></p><p>2) You have a choice of which attribute to defend with: any physical attribute can be used for Physical Defense and any mental attribute can be used for Mental Defense. Physical size provides a modifier to Physical Defense and mental size provides a modifier to Mental Defense (e.g., a hive mind provides additional mental defense based on its population, or a deity can shield its faithful based on “divine rank”). Add a fatigue mechanic based on frequency of use. Favoring Agility eventually drops its effectiveness, and then you should switch to Strength or Endurance for Physical Defense.</p><p></p><p>2a) Have fatigue be influenced by attacks, too. Attacking with Agility will impair your ability to defend with Agility.</p><p></p><p>2b) This method was inspired by Supers Revised (one combat use of an attribute per round, any attribute can be used to defend, and damage reduces defenses).</p><p></p><p>3) Penalize prolongued combats. Perhaps combat becomes a special form of countdown. I like this aspect of 13th Age.</p><p></p><p>Hopefully this helps.</p></blockquote><p></p>
[QUOTE="SKid4, post: 6491528, member: 27994"] I have some ideas on this. 1) Add a new attribute for projectile attacks (i.e., bows and guns). Thrown attacks are fine as is, but projectile attacks are basically on the same level as magic. The new attribute would act like magic. This is a clunky method. 1a) Defense against projectile attacks is based on Speed. 2) You have a choice of which attribute to defend with: any physical attribute can be used for Physical Defense and any mental attribute can be used for Mental Defense. Physical size provides a modifier to Physical Defense and mental size provides a modifier to Mental Defense (e.g., a hive mind provides additional mental defense based on its population, or a deity can shield its faithful based on “divine rank”). Add a fatigue mechanic based on frequency of use. Favoring Agility eventually drops its effectiveness, and then you should switch to Strength or Endurance for Physical Defense. 2a) Have fatigue be influenced by attacks, too. Attacking with Agility will impair your ability to defend with Agility. 2b) This method was inspired by Supers Revised (one combat use of an attribute per round, any attribute can be used to defend, and damage reduces defenses). 3) Penalize prolongued combats. Perhaps combat becomes a special form of countdown. I like this aspect of 13th Age. Hopefully this helps. [/QUOTE]
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