GMMichael
Guide of Modos
I'm using a houserule system that allows three actions per round. Unlike normal D&D, defending takes an action, and saving throws take an action.
Full defense = three defense actions.
Fight defensively = one attack, two defenses.
Full attack = three attack actions.
Tactical withdrawal = one defense, two move actions.
If a character wants to use multiple actions, they must be used on his turn. Otherwise, he can save them to be used as single reactions later in the round.
Attack of opportunity = save an action, and attack when desired.
Trip the charging enemy = save an action, use as special movement reaction.
Also note that I'm using armor as damage reduction, so even if you don't defend, you still get to reduce damage. The first thing I'm noticing is that this system makes being outnumbered really bad, because you can only spend so much time defending yourself.
Thoughts? Concerns?
Full defense = three defense actions.
Fight defensively = one attack, two defenses.
Full attack = three attack actions.
Tactical withdrawal = one defense, two move actions.
If a character wants to use multiple actions, they must be used on his turn. Otherwise, he can save them to be used as single reactions later in the round.
Attack of opportunity = save an action, and attack when desired.
Trip the charging enemy = save an action, use as special movement reaction.
Also note that I'm using armor as damage reduction, so even if you don't defend, you still get to reduce damage. The first thing I'm noticing is that this system makes being outnumbered really bad, because you can only spend so much time defending yourself.
Thoughts? Concerns?