I've just been playtesting the following DEFENSE value, and it seems to be working so far for both monsters and characters.
[h=4]Basic Value[/h]
1) Determine your DEFENSE dice pool (attribute, skill, equipment) and MENTAL DEFENSE (attribute, skill, equipment) which is capped in the same way as any other dice pool. The equipment dice will come from shields (see below).
- For DEFENSE against melee, use the highest of STR and AGI
- For DEFENSE against ranged, use AGI
- For MENTAL DEFENSE use the highest of your three mental attributes.
Skill with your current MELEE WEAPON (or unarmed fighting) applies to DEFENSE against melee attacks, as can the quality of that weapon.
2) Consult the following table:
[TABLE="class: grid, width: 90%"] [TR] [TD]POOL
[/TD] [TD="align: center"]1d6[/TD] [TD="align: center"]2d6[/TD] [TD="align: center"]3d6[/TD] [TD="align: center"]4d6[/TD] [TD="align: center"]5d6[/TD] [TD="align: center"]6d6[/TD] [TD="align: center"]7d6[/TD] [TD="align: center"]8d6[/TD] [TD="align: center"]9d6[/TD] [/TR] [TR] [TD]DEFENSE
[/TD] [TD="align: center"]4[/TD] [TD="align: center"]7[/TD] [TD="align: center"]11[/TD] [TD="align: center"]14[/TD] [TD="align: center"]18[/TD] [TD="align: center"]21[/TD] [TD="align: center"]25[/TD] [TD="align: center"]28[/TD] [TD="align: center"]32[/TD] [/TR] [/TABLE]
3) Apply a size modifier to DEFENSE (not MENTAL DEFENSE):
[TABLE="class: grid, width: 500"] [TR] [TD="align: center"]SIZE
[/TD] [TD="align: center"]MODIFIER
[/TD] [/TR] [TR] [TD="align: center"]Tiny[/TD] [TD="align: center"]+8[/TD] [/TR] [TR] [TD="align: center"]Small[/TD] [TD="align: center"]+4[/TD] [/TR] [TR] [TD="align: center"]Medium[/TD] [TD="align: center"]+0[/TD] [/TR] [TR] [TD="align: center"]Large[/TD] [TD="align: center"]-4[/TD] [/TR] [TR] [TD="align: center"]Enormous[/TD] [TD="align: center"]-8[/TD] [/TR] [TR] [TD="align: center"]Gigantic[/TD] [TD="align: center"]-16[/TD] [/TR] [TR] [TD="align: center"]Colossal[/TD] [TD="align: center"]-32[/TD] [/TR] [/TABLE]
4) Apply any unique modifiers (some monsters, for example, or careers/traditions).
5) Adjust for armor and shields (see below).
[h=4]Adjustments to Existing Rules[/h]
The following are changes to existing rules.
[h=4]Optional Rule[/h]
A character may choose to actually roll DEFENSE instead of using the precalculated value. This is simply a roll of the dice pool. Note that this can slow down play.
[h=4]Exploits[/h]
Following are a few defensive-themed exploits which can be purchased.
Hunker Down (END 6+) -- cover grants you one extra die of cover.
Dodge (AGI 6+, reactive) -- you gain the effect of cover from ranged attacks when in the open as long as you have moved at least 10 feet this turn.
Brush Off (STR 8+, reactive) -- you contemptuously brush aside a melee attack, gaining the effect of cover from one melee attack.
[h=4]Basic Value[/h]
1) Determine your DEFENSE dice pool (attribute, skill, equipment) and MENTAL DEFENSE (attribute, skill, equipment) which is capped in the same way as any other dice pool. The equipment dice will come from shields (see below).
- For DEFENSE against melee, use the highest of STR and AGI
- For DEFENSE against ranged, use AGI
- For MENTAL DEFENSE use the highest of your three mental attributes.
Skill with your current MELEE WEAPON (or unarmed fighting) applies to DEFENSE against melee attacks, as can the quality of that weapon.
2) Consult the following table:
[TABLE="class: grid, width: 90%"] [TR] [TD]POOL
[/TD] [TD="align: center"]1d6[/TD] [TD="align: center"]2d6[/TD] [TD="align: center"]3d6[/TD] [TD="align: center"]4d6[/TD] [TD="align: center"]5d6[/TD] [TD="align: center"]6d6[/TD] [TD="align: center"]7d6[/TD] [TD="align: center"]8d6[/TD] [TD="align: center"]9d6[/TD] [/TR] [TR] [TD]DEFENSE
[/TD] [TD="align: center"]4[/TD] [TD="align: center"]7[/TD] [TD="align: center"]11[/TD] [TD="align: center"]14[/TD] [TD="align: center"]18[/TD] [TD="align: center"]21[/TD] [TD="align: center"]25[/TD] [TD="align: center"]28[/TD] [TD="align: center"]32[/TD] [/TR] [/TABLE]
3) Apply a size modifier to DEFENSE (not MENTAL DEFENSE):
[TABLE="class: grid, width: 500"] [TR] [TD="align: center"]SIZE
[/TD] [TD="align: center"]MODIFIER
[/TD] [/TR] [TR] [TD="align: center"]Tiny[/TD] [TD="align: center"]+8[/TD] [/TR] [TR] [TD="align: center"]Small[/TD] [TD="align: center"]+4[/TD] [/TR] [TR] [TD="align: center"]Medium[/TD] [TD="align: center"]+0[/TD] [/TR] [TR] [TD="align: center"]Large[/TD] [TD="align: center"]-4[/TD] [/TR] [TR] [TD="align: center"]Enormous[/TD] [TD="align: center"]-8[/TD] [/TR] [TR] [TD="align: center"]Gigantic[/TD] [TD="align: center"]-16[/TD] [/TR] [TR] [TD="align: center"]Colossal[/TD] [TD="align: center"]-32[/TD] [/TR] [/TABLE]
4) Apply any unique modifiers (some monsters, for example, or careers/traditions).
5) Adjust for armor and shields (see below).
[h=4]Adjustments to Existing Rules[/h]
The following are changes to existing rules.
- The starknight's +5 defense ability has changed. A starknight with that ability wielding a laser sword can use that weapon (and their skill with it) against ranged attacks also. Starknights may also use INT as their DEFENSE attribute.
- Shields add a basic value to DEFENSE according to size: small (+2), medium (+4), large (+6). Plus higher quality shields add equipment dice to the dice pool just like weapons do.
- Armor applies a penalty to DEFENSE based on its type: medium armor -2, heavy -4. Light armor inflicts no penalty.
- Cover and range are currently unchanged.
- The minimum value is 0. This represents a target so easy to hit that no roll is required unless mitigating factors change that value. Many colossal creatures, buildings, and so on fall into this category: you can't miss them.
[h=4]Optional Rule[/h]
A character may choose to actually roll DEFENSE instead of using the precalculated value. This is simply a roll of the dice pool. Note that this can slow down play.
[h=4]Exploits[/h]
Following are a few defensive-themed exploits which can be purchased.
Hunker Down (END 6+) -- cover grants you one extra die of cover.
Dodge (AGI 6+, reactive) -- you gain the effect of cover from ranged attacks when in the open as long as you have moved at least 10 feet this turn.
Brush Off (STR 8+, reactive) -- you contemptuously brush aside a melee attack, gaining the effect of cover from one melee attack.
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