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Game of Thrones Combat Variant
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<blockquote data-quote="Ravenall Stormborn" data-source="post: 2908938" data-attributes="member: 17537"><p>This applies specifically to the combat system used in the Game of Thrones Campaign setting:</p><p></p><p>So we've run in to a problem that is the exact opposite of any problem we thought we would have: sometimes combat takes to long. Espically if shields are involved on both sides. The fatigue variant has been activated but this still take a while to kick in. So this is the suggested variant on the table to help speed up combat:</p><p></p><p>New Armour Rules-</p><p>A character no longer makes defensive rolls against every attack that has threat to hit him. Instead when an attack is declared against him he may attempt to defend against it by rolling the dice. If the result is above 10 he gets the value, if not then he recieves 10. A character may only due this a number of times per round equal to his Dex mod. The GM reserves the right to impose penalities is really low number are rolled when attempting to defend.</p><p></p><p>So you get to try and move a number of times equal to your dex. This means heavy armored foes will have to rely only shields and their armour rating more heavily, which we think will be better. As it stands, they will always get the DR from armour and given the diceroll they have a chance to just dodge it all anyway. This limits the amount of dodging lumbering foes(and allies) will be doing, while giving lighter foes(and allies) a fighting chance at out-manuevering so that the fatigue rules can set it.</p></blockquote><p></p>
[QUOTE="Ravenall Stormborn, post: 2908938, member: 17537"] This applies specifically to the combat system used in the Game of Thrones Campaign setting: So we've run in to a problem that is the exact opposite of any problem we thought we would have: sometimes combat takes to long. Espically if shields are involved on both sides. The fatigue variant has been activated but this still take a while to kick in. So this is the suggested variant on the table to help speed up combat: New Armour Rules- A character no longer makes defensive rolls against every attack that has threat to hit him. Instead when an attack is declared against him he may attempt to defend against it by rolling the dice. If the result is above 10 he gets the value, if not then he recieves 10. A character may only due this a number of times per round equal to his Dex mod. The GM reserves the right to impose penalities is really low number are rolled when attempting to defend. So you get to try and move a number of times equal to your dex. This means heavy armored foes will have to rely only shields and their armour rating more heavily, which we think will be better. As it stands, they will always get the DR from armour and given the diceroll they have a chance to just dodge it all anyway. This limits the amount of dodging lumbering foes(and allies) will be doing, while giving lighter foes(and allies) a fighting chance at out-manuevering so that the fatigue rules can set it. [/QUOTE]
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