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<blockquote data-quote="Water Bob" data-source="post: 5606552" data-attributes="member: 92305"><p>The player already decides in three instances: When his opponent rolls a "1" on his attack throw; when his opponent rolls a "1" on his Parry defense roll; or when his opponent rolls a "1" on his Dodge roll.</p><p> </p><p>When the attack roll = defense roll, the situation is a bit different. It's not really a fumble but more of an opportunity that presents itself under the battlefield conditions.</p><p> </p><p>Notice that the attacker gives up a hit when a tie happens because when the attack roll equals defense, the attack is successful. So, I wanted to do something different with those numbers.</p><p> </p><p>I don' like the disarm for the Dodge tie, as I said above. It doesn't make sense to me.</p><p> </p><p>Right now, here's where I'm leaning:</p><p> </p><p><span style="color: blue">When Attack = Parry</span>, and the number is odd, the two Lock Weapons.</p><p> </p><p><span style="color: blue">When Attack = Parry</span>, and the number is even, the attacker is allowed a free sunder attempt on his foe's shield or weapon, whatever the foe used to parry.</p><p> </p><p><span style="color: blue">When Attack = Dodge</span>, the attacker is allowed a free trip attempt on his foe.</p><p> </p><p> </p><p> </p><p> </p><p>Note that these situations don't favor the attacker as much as it might seem. Take the free trip attempt when the attack = Dodge. This represents a kick or a body slam/shield slam or some other movement that attempts to knock the foe down during the combat. If you watch the fight scene from the Centurion movie linked in the OP, you'll see a trip as a fighter raises his leg and kicks his opponent in the gut, knocking him backwards on his butt. That's what this is supposed to represent in the game.</p><p> </p><p>Normally a trip attempt goes like this:</p><p> </p><p>1. Foe gets Attack of Opportunity on attacker, unless the attacker has a weapon designed to trip or has a Feat that allows him to ignore the AoO.</p><p> </p><p>2. Attacker makes a touch attack. Defender can Dodge this touch attack.</p><p> </p><p>3. If the attacker wins, the defender goes down.</p><p> </p><p>4. if the attacker loses, the defender gets a chance to knock the attacker down by making a touch attack vs. the attacker's Dodge.</p><p> </p><p> </p><p>Because this is a special case attack, the foe does not get the AoO mentioned in step 1 when this special trip is unleased, signaled by the attack = defense throw. But, this isn't always "safe" play for the attacker even though he avoids that AoO. <span style="color: blue">If he loses the trip attempt, he may be tripped himself.</span></p><p> </p><p>That's the risk.</p></blockquote><p></p>
[QUOTE="Water Bob, post: 5606552, member: 92305"] The player already decides in three instances: When his opponent rolls a "1" on his attack throw; when his opponent rolls a "1" on his Parry defense roll; or when his opponent rolls a "1" on his Dodge roll. When the attack roll = defense roll, the situation is a bit different. It's not really a fumble but more of an opportunity that presents itself under the battlefield conditions. Notice that the attacker gives up a hit when a tie happens because when the attack roll equals defense, the attack is successful. So, I wanted to do something different with those numbers. I don' like the disarm for the Dodge tie, as I said above. It doesn't make sense to me. Right now, here's where I'm leaning: [COLOR=blue]When Attack = Parry[/COLOR], and the number is odd, the two Lock Weapons. [COLOR=blue]When Attack = Parry[/COLOR], and the number is even, the attacker is allowed a free sunder attempt on his foe's shield or weapon, whatever the foe used to parry. [COLOR=blue]When Attack = Dodge[/COLOR], the attacker is allowed a free trip attempt on his foe. Note that these situations don't favor the attacker as much as it might seem. Take the free trip attempt when the attack = Dodge. This represents a kick or a body slam/shield slam or some other movement that attempts to knock the foe down during the combat. If you watch the fight scene from the Centurion movie linked in the OP, you'll see a trip as a fighter raises his leg and kicks his opponent in the gut, knocking him backwards on his butt. That's what this is supposed to represent in the game. Normally a trip attempt goes like this: 1. Foe gets Attack of Opportunity on attacker, unless the attacker has a weapon designed to trip or has a Feat that allows him to ignore the AoO. 2. Attacker makes a touch attack. Defender can Dodge this touch attack. 3. If the attacker wins, the defender goes down. 4. if the attacker loses, the defender gets a chance to knock the attacker down by making a touch attack vs. the attacker's Dodge. Because this is a special case attack, the foe does not get the AoO mentioned in step 1 when this special trip is unleased, signaled by the attack = defense throw. But, this isn't always "safe" play for the attacker even though he avoids that AoO. [COLOR=blue]If he loses the trip attempt, he may be tripped himself.[/COLOR] That's the risk. [/QUOTE]
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