My group has been experimenting with some house rules to make combat more dynamic. These are tweaks to costs of spending attack dice and the like. We're not fully sold on these, but having fun trying them out. We've found they make games more tactical.
Note that at present, we're not requiring VITAL DEFENSE as the target for these.
We have trip at one die, but it felt a bit Laurel & Hardy with people falling over all over the place. Considering putting that back to two dice, but nobody really uses the 2-dice options in the core rules.
SPENDING ATTACK DICE
You can mix and match these at-will. The GM has the final call on whether they make sense.
Note that at present, we're not requiring VITAL DEFENSE as the target for these.
We have trip at one die, but it felt a bit Laurel & Hardy with people falling over all over the place. Considering putting that back to two dice, but nobody really uses the 2-dice options in the core rules.
SPENDING ATTACK DICE
You can mix and match these at-will. The GM has the final call on whether they make sense.
- ⚅+ DAMAGE. Damage dice can be exchanged with attack dice at a 1:1 ratio.
- ⚅ GRAB. Melee unarmed only. Target become Restrained. A melee attack against you by the target breaks the grab; otherwise it can be shaken off as normal.
- ⚅+ PUSH. Target can be moved 1 square per 1d6 spent. The movement must be one which makes sense.
- ⚅+ You must pay an additional 1d6 for each size category that the target is larger than you.
- ⚅ You must pay an additional 1d6 if the target has more than two legs or has no legs.
- ⚅ TRIP. Target becomes prone. A TRIP combined with a PUSH is called a THROW.
- ⚅+ You must pay an additional 1d6 for each size category that the target is larger than you.
- ⚅ You must pay an additional 1d6 if the target has more than two legs or has no legs.
- ⚅⚅ DISARM. Target drops weapon. This only applies to an opponent wielding a weapon.