So i've been thinking about combat and the all-out nature of it that doesn't always resemble the caution followed by flurries like 'real' fights may. I considered using The Last Gasp, but i feel like that's too much bookkeeping for myself or any of my players, so I've been brainstorming alternatives that may wind up being too cumbersome as well.
Characters have a Cumulative Defense Penalty(CDP). Each time you make an active defense, you increase your CDP by n. Depending on how 'good' your defense is, you might multiply or divide n by some value.
CDP does not reset to 0 every turn. How much you lose is dependent on what maneuver you choose.
Do Nothing: Return to 0 CDP
Any attack maneuver: CDP+0
Maneuvers that don't involve an attack or otherwise occupy your coordination and focus (such as Wait, Ready, or Evaluate): CDP-n
I have some thoughts and observations
1) n should probably be a small number. If we take it to be 4, using the average weapon parry as a base, defenses will probably lower too fast. 2 seems good, but I have yet to playtest it, as stated.
2) This rule automatically implies two others (at least): multiple blocks, and penalties for multiple dodges. That's not necessarily bad, since there's only one 'track' to monitor over time
3) Defensive/Committed attacks and All-Out Defense/Attack. I could see arguments for fundamental changes to line them up with the new mechanic, or just creating an extra option for each
Characters have a Cumulative Defense Penalty(CDP). Each time you make an active defense, you increase your CDP by n. Depending on how 'good' your defense is, you might multiply or divide n by some value.
CDP does not reset to 0 every turn. How much you lose is dependent on what maneuver you choose.
Do Nothing: Return to 0 CDP
Any attack maneuver: CDP+0
Maneuvers that don't involve an attack or otherwise occupy your coordination and focus (such as Wait, Ready, or Evaluate): CDP-n
I have some thoughts and observations
1) n should probably be a small number. If we take it to be 4, using the average weapon parry as a base, defenses will probably lower too fast. 2 seems good, but I have yet to playtest it, as stated.
2) This rule automatically implies two others (at least): multiple blocks, and penalties for multiple dodges. That's not necessarily bad, since there's only one 'track' to monitor over time
3) Defensive/Committed attacks and All-Out Defense/Attack. I could see arguments for fundamental changes to line them up with the new mechanic, or just creating an extra option for each
Unifying Active Defense Penalties- Houserule
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