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<blockquote data-quote="Water Bob" data-source="post: 5606582" data-attributes="member: 92305"><p>Like anything, it's slow while you're climbing the learning curve. But once you've played it a few times and get the "knack", it moves faster than combat in my old 2E AD&D game. In fact, it flows quite well.</p><p> </p><p>The reason it flows is that there are "triggers" built into the system. And, these are easy triggers to remember. You're looking for natural 20's, natural 1's, and anytime the attack throw and defense throw tie.</p><p> </p><p>20's are easy to remember. It's either a Critical Threat on the attack throw, as you already play. Or, it's a free counter attack if it appears on the defense throw.</p><p> </p><p>Easy cheesy.</p><p> </p><p> </p><p> </p><p> </p><p> </p><p>1's are even easier to remember. If a natural "1" shows up on either an attack throw or a defense throw, it's the advantaged player's choice in what he can do. He can do whatever he wants as long as he doesn't move and attacks his foe only with nonlethal means (an unarmed attack, a trip, a grapple, a sunder, etc.).</p><p> </p><p>Super easy cheesy, and it's up to the player what happens.</p><p> </p><p> </p><p> </p><p> </p><p>When ties happen, one of three things occur. How long will it take you to memorize this?<strong><span style="color: #0000ff"> (See Note Below on This.)</span></strong></p><p> </p><p><span style="color: green">Attack = Parry and an odd number? Lock Weaons is the result.</span></p><p> </p><p><span style="color: green">Attack = Parry and an even number? Sunder weapon is the result.</span></p><p> </p><p><span style="color: green">Attack = Dodge? Trip.</span></p><p> </p><p>Not so bad, huh?</p><p> </p><p> </p><p> </p><p> </p><p> </p><p><strong><span style="color: blue">NOTE:</span></strong> The Conan RPG has separate defenses in the Parry and Dodge. If you're interested in using this system with a regular D&D game, then this party is just as easy as the first two parts. <span style="color: blue">Since D&D doesn't differentiate between Parry and Dodge, if Attack = AC, then give the attacker a choice of a weapon lock, sunder, or trip.</span></p><p> </p><p> </p><p> </p><p> </p><p> </p><p></p><p> </p><p>Personally, I think "10 or more" is a bad trigger. It means that you have to count. With the 20, 1, and tie, you just have to look at the dice. No thinking involved.</p><p> </p><p> </p><p> </p><p></p><p> </p><p>You should really try it. It's quite fun. Before I added all this other stuff to the combat system, we just switched from AC to the Active Defense throw. It adds so much to your game.</p><p> </p><p>You roll an attack. It's an 18! "The barbarian lifts his great warsword over his head and brings it down, with all his might! It's flying through the air, slicing its way at your neck and shoulder! Roll a 19 or better, or that blow will hit you!"</p><p> </p><p>It really adds some drama to combat.</p><p> </p><p>Before you knock it, try it. Just try it one game session without all the other stuff. Keep your game as-is, but only roll defense. I think you might be surprised.</p><p> </p><p> </p><p> </p><p> </p><p> </p><p> </p><p> </p><p>EDIT: Also remember that any of these special attacks are considered Attacks of Opportunity. A character can only take advantage of one AoO per round unless he has a feat like Combat Reflexes and a high DEX.</p><p> </p><p>Thus, if your foe tries to attack you using a weapon in each hand, and he rolls a "1" on both attempts, then you can only take advantage of one of these special attack opportunities.</p><p> </p><p>And, if this unlucky SOB then rolls a "1" on his Defense roll when you attack him at the bottom of the round, you just ignore it and count it as a normal hit because you've used your only AoO opportunity this round.</p><p> </p><p>This means that you won't get bogged down every combat round with a couple of special attack opportunities. It will keep the frequency of these special attacks to a manageable, realistic (if you believe the Centurion clip), and fun level.</p><p> </p><p> </p><p> </p><p> </p><p> </p><p>2nd EDIT: One of the hidden reasons I like this system, too, is that it makes the Combat Reflexes Feat a pretty attractive Feat to get, if you have a high DEX. But, it doesn't overpower the Feat since the opportunities are random rolled and not controlled by the player.</p></blockquote><p></p>
[QUOTE="Water Bob, post: 5606582, member: 92305"] Like anything, it's slow while you're climbing the learning curve. But once you've played it a few times and get the "knack", it moves faster than combat in my old 2E AD&D game. In fact, it flows quite well. The reason it flows is that there are "triggers" built into the system. And, these are easy triggers to remember. You're looking for natural 20's, natural 1's, and anytime the attack throw and defense throw tie. 20's are easy to remember. It's either a Critical Threat on the attack throw, as you already play. Or, it's a free counter attack if it appears on the defense throw. Easy cheesy. 1's are even easier to remember. If a natural "1" shows up on either an attack throw or a defense throw, it's the advantaged player's choice in what he can do. He can do whatever he wants as long as he doesn't move and attacks his foe only with nonlethal means (an unarmed attack, a trip, a grapple, a sunder, etc.). Super easy cheesy, and it's up to the player what happens. When ties happen, one of three things occur. How long will it take you to memorize this?[B][COLOR=#0000ff] (See Note Below on This.)[/COLOR][/B] [COLOR=green]Attack = Parry and an odd number? Lock Weaons is the result.[/COLOR] [COLOR=green]Attack = Parry and an even number? Sunder weapon is the result.[/COLOR] [COLOR=green]Attack = Dodge? Trip.[/COLOR] Not so bad, huh? [B][COLOR=blue]NOTE:[/COLOR][/B] The Conan RPG has separate defenses in the Parry and Dodge. If you're interested in using this system with a regular D&D game, then this party is just as easy as the first two parts. [COLOR=blue]Since D&D doesn't differentiate between Parry and Dodge, if Attack = AC, then give the attacker a choice of a weapon lock, sunder, or trip.[/COLOR] Personally, I think "10 or more" is a bad trigger. It means that you have to count. With the 20, 1, and tie, you just have to look at the dice. No thinking involved. You should really try it. It's quite fun. Before I added all this other stuff to the combat system, we just switched from AC to the Active Defense throw. It adds so much to your game. You roll an attack. It's an 18! "The barbarian lifts his great warsword over his head and brings it down, with all his might! It's flying through the air, slicing its way at your neck and shoulder! Roll a 19 or better, or that blow will hit you!" It really adds some drama to combat. Before you knock it, try it. Just try it one game session without all the other stuff. Keep your game as-is, but only roll defense. I think you might be surprised. EDIT: Also remember that any of these special attacks are considered Attacks of Opportunity. A character can only take advantage of one AoO per round unless he has a feat like Combat Reflexes and a high DEX. Thus, if your foe tries to attack you using a weapon in each hand, and he rolls a "1" on both attempts, then you can only take advantage of one of these special attack opportunities. And, if this unlucky SOB then rolls a "1" on his Defense roll when you attack him at the bottom of the round, you just ignore it and count it as a normal hit because you've used your only AoO opportunity this round. This means that you won't get bogged down every combat round with a couple of special attack opportunities. It will keep the frequency of these special attacks to a manageable, realistic (if you believe the Centurion clip), and fun level. 2nd EDIT: One of the hidden reasons I like this system, too, is that it makes the Combat Reflexes Feat a pretty attractive Feat to get, if you have a high DEX. But, it doesn't overpower the Feat since the opportunities are random rolled and not controlled by the player. [/QUOTE]
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