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<blockquote data-quote="Water Bob" data-source="post: 6024102" data-attributes="member: 92305"><p><span style="color: #0000ff"><strong>I rolled a 1, then I got GUSTUD!</strong></span></p><p> </p><p> </p><p> </p><p>You're in combat. Oh no! Your roll a natural one on your attack die. You are now gustud (pronounced gust-ed). A gust from the winds of fate blow down upon you. </p><p> </p><p>The natural one indicates that you have over-reached, zigged when you should have zagged, or otherwise opened yourself up, just for a milisecond, to free special attack by your enemy.</p><p> </p><p>What kind of special attack? When you are gustud, your opponent rolls rolls 1d6 on the chart. Then, your opponent may attempt the special attack routine indicated on the chart, if he wants to. Many of the special attacks on the chart can turn out to harm the person attempting the special attack, so there will be occasions when you are gustud but your opponent decides not to take advantage of the situation. When this occurs, your natural one simply means that you missed your enemy, opened yourself up for the special attack, then closed the opportunity during the melee before your enemy could take advantage of the situation.</p><p> </p><p>Every gustud maneuver usually allows the object of the special attack to perform an Attack of Opportunity on the attacker before the special maneuver is attempted. When a character is gustud, this is a special situation where the character is not allowed the usual Attack of Opportunity (not unlike the Weapon Breakage rule on pg. 174 of the 2E rulebook).</p><p> </p><p> </p><p>1d6</p><p>-----</p><p>1 Grapple</p><p>2 Unarmed Strike</p><p>3 Sunder</p><p>4 Trip</p><p>5 Unarmed Kick</p><p>6 Disarm</p><p> </p><p> </p><p>An easy way to remember the chart? Just look at the first letter of each result. A character can only be gustud as a result of a melee attack throw. Ranged attack throws are immune to the rule.</p><p> </p><p><strong>Grapple:</strong> Your foe may initiate a grapple.</p><p> </p><p><strong>Unarmed Strike:</strong> Your foe may make an unarmed strike doing non-lethal damage if successful. If your foe takes a -4 penalty on the attack, then a successful strike will do lethal damage.</p><p> </p><p><strong>Sunder:</strong> Your foe may attempt to sunder your weapon or shield (his choice).</p><p> </p><p><strong>Trip: </strong>Your foe may attempt to trip you.</p><p> </p><p><strong>Unarmed Kick:</strong> Kicks are covered in the Barbaric Warrior supplement. If you do not have that supplement, consider this gustud result to be exactly like result #2.</p><p> </p><p><strong>Disarm: </strong>Your foe may attempt to disarm your weapon.</p><p> </p><p> </p><p> </p><p> </p><p> </p><p> </p><p> </p><p><span style="color: #0000ff"><strong>EXCITING COMBAT!</strong></span></p><p> </p><p>Now I want you to look at this clip from the [ame="http://www.youtube.com/watch?v=_b6got4G4Ys"]<span style="color: #810081">2010 film Centurion.</span>[/ame]</p><p> </p><p>Your combats can reflect this kind of chaos, and your Conan combat can be as interesting as that in the clip. First, use all the options in the game. Combat maneuvers can turn a combat on its ear and keep all involved glued to the action. Then, I suggest adding the gustud rule to your game. That will certainly spice things up.</p><p> </p><p>Remember these other excitements to Conan melee combat:</p><p> </p><p>A natural 20 will always indicate a <span style="color: #0000ff"><strong>Critical Threat</strong></span>.</p><p> </p><p>A natural 1 is not only an <span style="color: #0000ff"><strong>automatic miss</strong></span>, regardless if the total with modifier hit, but if you use the rule above, a natural 1 will also indicate that the character is<span style="color: #0000ff"> <strong>gustud</strong></span>.</p><p> </p><p>When attack equals Parry AC exactly, the <span style="color: #0000ff"><strong>Weapon Breakage</strong></span> rule is triggered. See page 174.</p><p> </p><p>When attack equals Parry AC exacly, the <span style="color: #0000ff"><strong>Lock Weapons</strong></span> maneuver may be initiatied.</p><p> </p><p>Parry AC is adjusted by the <span style="color: #0000ff"><strong>Weapon Length </strong></span>rules. See page 174.</p><p> </p><p>When total attack is less than half the opponent's Dodge AC, then the <span style="color: #0000ff"><strong>Dance Aside</strong></span> maneuver may be triggered.</p><p> </p><p>When total attack is less than half the opponent's Parry AC, then the <span style="color: #0000ff"><strong>Riposte</strong></span> maneuver may be triggered.</p><p> </p><p> </p><p> </p><p> </p><p> </p><p>Throw all of the special circumstances together (and I haven't even mentioned being flatfooted or maneuvers like the Feint or Hooking Parry or Shield Slam--which is different from the Shield <em>Bash</em>), along with the gustud rule above, there will be no telling where combat takes you. It will be chaotic, gruesome, gritty, very Conan-esque, and very fun!</p></blockquote><p></p>
[QUOTE="Water Bob, post: 6024102, member: 92305"] [COLOR=#0000ff][B]I rolled a 1, then I got GUSTUD![/B][/COLOR] You're in combat. Oh no! Your roll a natural one on your attack die. You are now gustud (pronounced gust-ed). A gust from the winds of fate blow down upon you. The natural one indicates that you have over-reached, zigged when you should have zagged, or otherwise opened yourself up, just for a milisecond, to free special attack by your enemy. What kind of special attack? When you are gustud, your opponent rolls rolls 1d6 on the chart. Then, your opponent may attempt the special attack routine indicated on the chart, if he wants to. Many of the special attacks on the chart can turn out to harm the person attempting the special attack, so there will be occasions when you are gustud but your opponent decides not to take advantage of the situation. When this occurs, your natural one simply means that you missed your enemy, opened yourself up for the special attack, then closed the opportunity during the melee before your enemy could take advantage of the situation. Every gustud maneuver usually allows the object of the special attack to perform an Attack of Opportunity on the attacker before the special maneuver is attempted. When a character is gustud, this is a special situation where the character is not allowed the usual Attack of Opportunity (not unlike the Weapon Breakage rule on pg. 174 of the 2E rulebook). 1d6 ----- 1 Grapple 2 Unarmed Strike 3 Sunder 4 Trip 5 Unarmed Kick 6 Disarm An easy way to remember the chart? Just look at the first letter of each result. A character can only be gustud as a result of a melee attack throw. Ranged attack throws are immune to the rule. [B]Grapple:[/B] Your foe may initiate a grapple. [B]Unarmed Strike:[/B] Your foe may make an unarmed strike doing non-lethal damage if successful. If your foe takes a -4 penalty on the attack, then a successful strike will do lethal damage. [B]Sunder:[/B] Your foe may attempt to sunder your weapon or shield (his choice). [B]Trip: [/B]Your foe may attempt to trip you. [B]Unarmed Kick:[/B] Kicks are covered in the Barbaric Warrior supplement. If you do not have that supplement, consider this gustud result to be exactly like result #2. [B]Disarm: [/B]Your foe may attempt to disarm your weapon. [COLOR=#0000ff][B]EXCITING COMBAT![/B][/COLOR] Now I want you to look at this clip from the [ame="http://www.youtube.com/watch?v=_b6got4G4Ys"][COLOR=#810081]2010 film Centurion.[/COLOR][/ame] Your combats can reflect this kind of chaos, and your Conan combat can be as interesting as that in the clip. First, use all the options in the game. Combat maneuvers can turn a combat on its ear and keep all involved glued to the action. Then, I suggest adding the gustud rule to your game. That will certainly spice things up. Remember these other excitements to Conan melee combat: A natural 20 will always indicate a [COLOR=#0000ff][B]Critical Threat[/B][/COLOR]. A natural 1 is not only an [COLOR=#0000ff][B]automatic miss[/B][/COLOR], regardless if the total with modifier hit, but if you use the rule above, a natural 1 will also indicate that the character is[COLOR=#0000ff] [B]gustud[/B][/COLOR]. When attack equals Parry AC exactly, the [COLOR=#0000ff][B]Weapon Breakage[/B][/COLOR] rule is triggered. See page 174. When attack equals Parry AC exacly, the [COLOR=#0000ff][B]Lock Weapons[/B][/COLOR] maneuver may be initiatied. Parry AC is adjusted by the [COLOR=#0000ff][B]Weapon Length [/B][/COLOR]rules. See page 174. When total attack is less than half the opponent's Dodge AC, then the [COLOR=#0000ff][B]Dance Aside[/B][/COLOR] maneuver may be triggered. When total attack is less than half the opponent's Parry AC, then the [COLOR=#0000ff][B]Riposte[/B][/COLOR] maneuver may be triggered. Throw all of the special circumstances together (and I haven't even mentioned being flatfooted or maneuvers like the Feint or Hooking Parry or Shield Slam--which is different from the Shield [I]Bash[/I]), along with the gustud rule above, there will be no telling where combat takes you. It will be chaotic, gruesome, gritty, very Conan-esque, and very fun! [/QUOTE]
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