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<blockquote data-quote="Primitive Screwhead" data-source="post: 2777703" data-attributes="member: 20805"><p>It would be alot easier to make comments if you had sample routines and a narrative example..</p><p></p><p>As it stands, I can not make heads nor tails of what you mean.</p><p></p><p> It looks kinda like the Dueling rules in an old Dragon that used subjective positioning, each fighter had his own 3x3 grid. By secret ballot you chose a movement and a strike.. with some combinations providing attack or defense bonuses. Each fighter could, on a successful sense motive check, get a clue from the other and shift thier choice a limited amount.</p><p> Then both sides revealed thier actions. Often times an attack failed simply because the opponent moved to the opposite side or ducked against a high thrust.</p><p></p><p> It is a pretty decent.. I need to find it again and update for 3.5</p><p> Of course, it is designed for purely one vs one combat as subjective positioning gets weird when adding a third point.</p><p></p><p>Your system appears to intend the same depth of detail in the attack/parry/riposte.. which could be good, or it could slow the {already slow} combat sequence down.</p><p></p><p>Of course, you would have to be a little more descriptive before any useful comments can be made.</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 2777703, member: 20805"] It would be alot easier to make comments if you had sample routines and a narrative example.. As it stands, I can not make heads nor tails of what you mean. It looks kinda like the Dueling rules in an old Dragon that used subjective positioning, each fighter had his own 3x3 grid. By secret ballot you chose a movement and a strike.. with some combinations providing attack or defense bonuses. Each fighter could, on a successful sense motive check, get a clue from the other and shift thier choice a limited amount. Then both sides revealed thier actions. Often times an attack failed simply because the opponent moved to the opposite side or ducked against a high thrust. It is a pretty decent.. I need to find it again and update for 3.5 Of course, it is designed for purely one vs one combat as subjective positioning gets weird when adding a third point. Your system appears to intend the same depth of detail in the attack/parry/riposte.. which could be good, or it could slow the {already slow} combat sequence down. Of course, you would have to be a little more descriptive before any useful comments can be made. [/QUOTE]
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