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Tinkering with a homebrew game, looking for 'attacks vs fortitude'
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<blockquote data-quote="RangerWickett" data-source="post: 8271189" data-attributes="member: 63"><p>I'm trying to create a homebrew combat system, maybe to adapt as a full RPG, maybe to tweak into a board game. One element I'm trying to include is interesting martial combat options, using a mix of strikes for damage and other things that modulate the narrative of the fight and change your opponent's calculus on their turn. </p><p></p><p>Like, you get two actions per round, and only one can be used to deal damage. The other might be to grapple, trip, or throw sand in their eyes (classic 3rd edition/PF 'combat maneuvers'). Or you might distract someone with a Deception check, cow them with Intimidate, learn details of their fighting style with an Insight check, or undermine their confidence with a Persuasion check (verbal combat tricks). Or you might take an action that telegraphs your intention for next round, setting you up to get a cool bonus, but giving your foe a chance to react before you can benefit; the simplest option is Defend (you can make opportunity attacks if people move past you), but there's also Commit (you get a bonus to hit next turn against a single foe with a single specific weapon), and Bind (you pick one weapon an opponent has and you give them a penalty if they use it while you're within range).</p><p></p><p>Basically, every round you're posing a new dilemma to your opponent. </p><p></p><p>However, one gap I'm trying to fill is that I want characters with different stats to be vulnerable to different types of attacks, so you won't always use the same tricks. If you fight a clever guy, don't try to feint him; maybe grapple him instead. Don't try to trip the stout guy, but maybe you can throw sand in his eyes. </p><p></p><p>I have interesting things you can do that target Reflex and Will, but I'm looking for attacks that target Fortitude. Any ideas?</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 8271189, member: 63"] I'm trying to create a homebrew combat system, maybe to adapt as a full RPG, maybe to tweak into a board game. One element I'm trying to include is interesting martial combat options, using a mix of strikes for damage and other things that modulate the narrative of the fight and change your opponent's calculus on their turn. Like, you get two actions per round, and only one can be used to deal damage. The other might be to grapple, trip, or throw sand in their eyes (classic 3rd edition/PF 'combat maneuvers'). Or you might distract someone with a Deception check, cow them with Intimidate, learn details of their fighting style with an Insight check, or undermine their confidence with a Persuasion check (verbal combat tricks). Or you might take an action that telegraphs your intention for next round, setting you up to get a cool bonus, but giving your foe a chance to react before you can benefit; the simplest option is Defend (you can make opportunity attacks if people move past you), but there's also Commit (you get a bonus to hit next turn against a single foe with a single specific weapon), and Bind (you pick one weapon an opponent has and you give them a penalty if they use it while you're within range). Basically, every round you're posing a new dilemma to your opponent. However, one gap I'm trying to fill is that I want characters with different stats to be vulnerable to different types of attacks, so you won't always use the same tricks. If you fight a clever guy, don't try to feint him; maybe grapple him instead. Don't try to trip the stout guy, but maybe you can throw sand in his eyes. I have interesting things you can do that target Reflex and Will, but I'm looking for attacks that target Fortitude. Any ideas? [/QUOTE]
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