Post by Hogscape on Mar 25, 2011 5:46:52 GMT -5
Hi folks,
Here's something that I've had on trial for about 6 sessions and it's worked well so far.
A few of things to point out first:
- Characters level-up much faster in my game but the benefit for doing so is less (+2 or +3 bonus per level).
- Characters that suffer less than 50% of their CON in damage return to full health within a minute or two of the combat encounter (greater wounds take longer to heal).
- Warriors get a single bonus ADD at level 1 then an additional bonus at levels 2, 4, 6 etc.
- I don't use the Berserk rules (in 30 years I've only remembered to use it twice).
Here's the option: Mighty Blow
Warriors (only) may use this tactic to potentially increase their combat total; the move is risky as it could actually result in a lower total. Any warrior character with at least 3 ADDS derived from ST, DEX, LK or warrior bonus ADDS may roll an extra combat die rather than using the ADDS. For each 3 ADDS converted in this way the character suffers a damage point which cannot be absorbed by armour.
Example: Gurney the first-level human warrior has ST 16; DEX 10 and LK 14 and therefore fights with 7 ADDS in combat (4 from ST, 2 from LK and one for being a first level warrior). During any round of combat, Gurney’s player has the option of ignoring 6 of his character’s ADDS and rolling 2 additional combat dice instead, a move which could net a total of 12 points (or as low as 2). It’s a risky move but might just save the day in a tight spot. The bad news is that for each extra die rolled, Gurney will suffer a point of damage due to the strain of his mighty blows.
In play-testing the characters have been lucky and every mighty blow has resulted in an increased total (of course there's a 50% chance it will produce more adds than those sacrificed, 50% chance it will produce less).
The more extra dice you roll the more likely that the odds will even out and your character ends up taking extra damage for nothing... But at lower levels it adds an interesting option.
The thing is, it calls for more dice to be rolled (which is a bugbear of mine) but our experiences have shown that the extra tension it evokes is worth it.
I'm toying with the idea of situations (berserk) or items (magic) or levels (bonuses) that allow warriors to convert 2 ADDS and still get the bonus die... Not worked that out yet.
Thoughts please...
Here's something that I've had on trial for about 6 sessions and it's worked well so far.
A few of things to point out first:
- Characters level-up much faster in my game but the benefit for doing so is less (+2 or +3 bonus per level).
- Characters that suffer less than 50% of their CON in damage return to full health within a minute or two of the combat encounter (greater wounds take longer to heal).
- Warriors get a single bonus ADD at level 1 then an additional bonus at levels 2, 4, 6 etc.
- I don't use the Berserk rules (in 30 years I've only remembered to use it twice).
Here's the option: Mighty Blow
Warriors (only) may use this tactic to potentially increase their combat total; the move is risky as it could actually result in a lower total. Any warrior character with at least 3 ADDS derived from ST, DEX, LK or warrior bonus ADDS may roll an extra combat die rather than using the ADDS. For each 3 ADDS converted in this way the character suffers a damage point which cannot be absorbed by armour.
Example: Gurney the first-level human warrior has ST 16; DEX 10 and LK 14 and therefore fights with 7 ADDS in combat (4 from ST, 2 from LK and one for being a first level warrior). During any round of combat, Gurney’s player has the option of ignoring 6 of his character’s ADDS and rolling 2 additional combat dice instead, a move which could net a total of 12 points (or as low as 2). It’s a risky move but might just save the day in a tight spot. The bad news is that for each extra die rolled, Gurney will suffer a point of damage due to the strain of his mighty blows.
In play-testing the characters have been lucky and every mighty blow has resulted in an increased total (of course there's a 50% chance it will produce more adds than those sacrificed, 50% chance it will produce less).
The more extra dice you roll the more likely that the odds will even out and your character ends up taking extra damage for nothing... But at lower levels it adds an interesting option.
The thing is, it calls for more dice to be rolled (which is a bugbear of mine) but our experiences have shown that the extra tension it evokes is worth it.
I'm toying with the idea of situations (berserk) or items (magic) or levels (bonuses) that allow warriors to convert 2 ADDS and still get the bonus die... Not worked that out yet.
Thoughts please...