Sunday, August 11, 2013

Update on the Action Attribute.

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.

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