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Worlds of Design: Combat Methods
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<blockquote data-quote="Thomas Shey" data-source="post: 9480186" data-attributes="member: 7026617"><p>Just to note there are some cases that don't seem to land tidily in this. To use one I'm very familiar with:</p><p></p><p>The Hero System normally defaults to what Lew would call "independent" her, as the attack resolution is the target's Offensive Combat Value minus the target's Defensive Combat Value added to 11 to get a result or lower on 3D6 to hit (its not usually expressed that way, but that's basically what it is).</p><p></p><p>However:</p><p></p><p>1. The Defender has the option to abort his next action to take specific Defensive maneuvers (which while they cost him that action can extend until his <em>following</em> action so they're not always a bad idea) such as Dodge (which makes you harder to hit) and Block (which actively engages with the attack in a way to stop it, and can also give you the first attack at next opportunity).</p><p></p><p>2. There are elements in the game called "combat levels" which can be added to your DCV or OCV on your normal action--or on one of the above aborted actions--to increase one or the other (they can also be used to produce more damage if you don't need that). This means there's more options for a skilled opponent to defend himself or make it more likely to attack rather than simply the vagaries of the die roll.</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 9480186, member: 7026617"] Just to note there are some cases that don't seem to land tidily in this. To use one I'm very familiar with: The Hero System normally defaults to what Lew would call "independent" her, as the attack resolution is the target's Offensive Combat Value minus the target's Defensive Combat Value added to 11 to get a result or lower on 3D6 to hit (its not usually expressed that way, but that's basically what it is). However: 1. The Defender has the option to abort his next action to take specific Defensive maneuvers (which while they cost him that action can extend until his [I]following[/I] action so they're not always a bad idea) such as Dodge (which makes you harder to hit) and Block (which actively engages with the attack in a way to stop it, and can also give you the first attack at next opportunity). 2. There are elements in the game called "combat levels" which can be added to your DCV or OCV on your normal action--or on one of the above aborted actions--to increase one or the other (they can also be used to produce more damage if you don't need that). This means there's more options for a skilled opponent to defend himself or make it more likely to attack rather than simply the vagaries of the die roll. [/QUOTE]
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