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Cloner's Corner: I'm thinking of going two attacks per action at level 1.
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<blockquote data-quote="Flamestrike" data-source="post: 9025315" data-attributes="member: 6788736"><p>An attack roll does not represent exclusively a single (or multiple) swings/ thrusts/ shots.</p><p></p><p>It might be described narratively as either representing a single thrust, or it might be described narratively as six seconds of (parries, dodges, thrusts, counter attacks, circling your opponent, slashes, ripostes etc) with the dice roll itself representing the net outcome of possible HP loss (resolve, will to live, health, endurance and luck) you deplete your opponent by.</p><p></p><p>I only mention this because once you embrace that concept (attack rolls represent something other than poking someone with a sword and standing around for the other 5 seconds doing not much) and embrace the concept that HP are not meat, it actually narratively frees you (and helps avoid 'houserules' like Wound points etc) that IME never really add anything to the game.</p><p></p><p>On point with your concept, it would slow down combat at low levels (extra rolling alone, plus extra decision points especially for new players).</p><p></p><p>Pretty easy to implement though. Just give everything core +1 Attack with melee or ranged stuff.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 9025315, member: 6788736"] An attack roll does not represent exclusively a single (or multiple) swings/ thrusts/ shots. It might be described narratively as either representing a single thrust, or it might be described narratively as six seconds of (parries, dodges, thrusts, counter attacks, circling your opponent, slashes, ripostes etc) with the dice roll itself representing the net outcome of possible HP loss (resolve, will to live, health, endurance and luck) you deplete your opponent by. I only mention this because once you embrace that concept (attack rolls represent something other than poking someone with a sword and standing around for the other 5 seconds doing not much) and embrace the concept that HP are not meat, it actually narratively frees you (and helps avoid 'houserules' like Wound points etc) that IME never really add anything to the game. On point with your concept, it would slow down combat at low levels (extra rolling alone, plus extra decision points especially for new players). Pretty easy to implement though. Just give everything core +1 Attack with melee or ranged stuff. [/QUOTE]
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Cloner's Corner: I'm thinking of going two attacks per action at level 1.
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