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What Rules for Duels Rule?
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<blockquote data-quote="Inconsequenti-AL" data-source="post: 2280084" data-attributes="member: 6584"><p>If you wanted to, you could make a separate combat system for dueling.</p><p></p><p>If I was to do such a thing, I'd probably base it on Spycraft's car chase system.</p><p></p><p>In basic, their system has one driver as predator and one as prey. Each pick a maneuver every round - the maneuvers are compared against each other. Most maneuvers are strong against certain types and weak against others. This modifies the opposed Driving skill rolls... Degree of sucess indicates how things change for the next round... Some maneuvers result in further checks - ramming, chances of crashing, etc. In their system, the chase ends when the prey escapes or the predator corners them/forces them to crash.</p><p></p><p>I'd set it up with an attacker and a defender. For the first round, the winner of the initiative roll gets to pick which they want to start as. You'd choose your maneuvers, then compare them to get the modifiers to the opposed attack rolls. Depending on the results a blow might get landed, a maneuver performed or swap the attacker and defender over. Possibly sense motive, Bluff, Intimidate and possibly movement skills could be used with certain maneuvers.</p><p></p><p>Not sure how you'd divide up the attacker and defender moves... but I'm sure it can be done.</p><p></p><p>It would be more time consuming than regular combat and there'd be the issue of when to use it... but I think it'd be fun.</p></blockquote><p></p>
[QUOTE="Inconsequenti-AL, post: 2280084, member: 6584"] If you wanted to, you could make a separate combat system for dueling. If I was to do such a thing, I'd probably base it on Spycraft's car chase system. In basic, their system has one driver as predator and one as prey. Each pick a maneuver every round - the maneuvers are compared against each other. Most maneuvers are strong against certain types and weak against others. This modifies the opposed Driving skill rolls... Degree of sucess indicates how things change for the next round... Some maneuvers result in further checks - ramming, chances of crashing, etc. In their system, the chase ends when the prey escapes or the predator corners them/forces them to crash. I'd set it up with an attacker and a defender. For the first round, the winner of the initiative roll gets to pick which they want to start as. You'd choose your maneuvers, then compare them to get the modifiers to the opposed attack rolls. Depending on the results a blow might get landed, a maneuver performed or swap the attacker and defender over. Possibly sense motive, Bluff, Intimidate and possibly movement skills could be used with certain maneuvers. Not sure how you'd divide up the attacker and defender moves... but I'm sure it can be done. It would be more time consuming than regular combat and there'd be the issue of when to use it... but I think it'd be fun. [/QUOTE]
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