During a play test last night it was evident that the balanced approach to the Actions per round are broken.
So broken they shut down the game. SO I am going back to the old version of action with more realism added. The story here is don't fight someone until you know how fast they are and their skill level. A fair fight against a highly skilled and fast opponent will get you killed.
This version 2.0 is going to be more of a hard role playing fantasy sim where death is around every corner IF you decide to use violence to solve your problems. IN a barbaric world people are far or polite and thoughtful before they act.
This game was originally written during a time of great dissatisfaction with 2nd Edition AD&D and the lack of any more Warhammer Fantasy Role Play. SO I made my own game and people not only loved it, it had a cult flowing for 12 years.
The major question is CAN I translate those experiences into a set of rules that OTHERS can play?
Here is the update to the Action skill/attribute.
Action-This
is you speed, coordination, and dexterity. Example specialties
climbing, acrobatics, running, combat speed (Initiative) etc. etc.
This number is VERY important, as it is the number used to determine
who goes first in close combat! If you are of average speed the only
way to attack first is to sneak up on the quicker person or attack
him/her from a distance.
Attacks per Round.
01-20 Low
10 x1/2
21-45
Average 25 x1
46-55
Skilled 50 x2
56-65 Very
Skilled 60 x2
66-75
Extremely Skilled 70 x3
76-85 Expert
80 x3
86-95 Master
90 x4
96-00 Grand
Master 100 x4 (+1 every additional 25)
For example
Kora has a 90 action. Divide by four this would equal 22.5 rounded to
23. Her attacks would be at 90/69/46/23. She can attack three times
before a normal person can act. Thrice before the normal person of
25% can even defend. A normal person attacking Kora gets attacked
three times and then may be able to parry the fourth as it is within
20 points of their action. One may move in feet the fraction
of their initiative and attack in one round. For example
Kora can move 23 feet and attack someone, move another 23 feet attack
someone, another 23 feet and attack another, and lastly another 23
feet and attack another. A normal person can move 25 feet and attack
once. Thule has a 46 Action. He can attack twice in a round. 46
and 23. If you parry you take away your fastest attack. You can see
if someone hit or not before you choose to parry. Some may not even
be able to parry if the attacker is too fast as in if the attack is
not within 20 points. You skip your place in initiative to ready
yourself for any attack that is lower that your count. One whom is
far faster sees what is going on as in the intent of an attack and
can react before they are hit. Don't fight people and monsters more
powerful than you, or at least fairly.
Good stuff!
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