Combat options
Combat options
Treebore, thanks for your suggestions concerning translating Stormbringer style combat spot rules to C&C style resolution. I am going to give it a try, and would like to start a dialogue here to kick the idea around some, maybe it could turn into something useful. I am not doing this at rpg.net due to the presence of certain individuals who most assuredly would threadcrap all over it, with cries of 'use 3.5, it has feats'. You all have a good idea to whom I refer.
So, what I am looking at are things that I don't see covered in the rules as they stand, but which might add depth to C&C combat (but never at the cost of slowing it down!).
1) Ripostes
2) Parry/Dodge and attack the same round
3) Making shields more useful: shield rush, using them as cover
4) Closing against long weapons
5) Aiming
6) Knock back
7) Damage reduction for armor
8) Damaging weapons and shields
That is what I can think of right now. I have seen threads with many interesting ways to do criticals and hit locations already. That is the sort of suggestions I am looking for, ways to enhance the game a bit without turning into something else. So, any input as to how to implement these things into C&C?
So, what I am looking at are things that I don't see covered in the rules as they stand, but which might add depth to C&C combat (but never at the cost of slowing it down!).
1) Ripostes
2) Parry/Dodge and attack the same round
3) Making shields more useful: shield rush, using them as cover
4) Closing against long weapons
5) Aiming
6) Knock back
7) Damage reduction for armor
8) Damaging weapons and shields
That is what I can think of right now. I have seen threads with many interesting ways to do criticals and hit locations already. That is the sort of suggestions I am looking for, ways to enhance the game a bit without turning into something else. So, any input as to how to implement these things into C&C?
Re: Combat options
1) Ripostes
2) Parry/Dodge and attack the same round
For 1 and 2 you may want to concentrate on the built in "oppositional rolls" of the SIEGE engine. What comes to mind for me is to represent the ripostes and parry/dodge is to calcualte a portion of the PC's level into their AC. Maybe on a 1 per 3 levels ratio.
Say this is to reflect their skill in turning attacks and avoiding them. I never played Stormbringer so I am not familiar with the wording of the descriptions in regards to these actions, let alone how they are implemented in the Stormbringer mechanics system.
So this is the best "spur of the moment" brainstorm I can come up with.
3) Making shields more useful: shield rush, using them as cover
What comes to mind here is to maybe let them make a SIEGE check (TN 12 + HD of opponent) to give them a boost to their AC for one round. Say if they roll a check to use the Shield as cover, for every 2 (or 3) points they beat the final TN by they get a bonus point to their AC.
4) Closing against long weapons
I think I have to see how Stormbringer does this to give an idea on how to implement it in C&C.
5) Aiming
I would use the Assassins death attack as a basisi for this.
6) Knock back
An opposed STR check, success means you knoock them back. Failure means you stumble and they get you.
7) Damage reduction for armor
I don't think I would implement this unless you modify the HP rules as well.
8) Damaging weapons and shields
Sunder attack. Roll to hit, have the item make a save versus the blow. TN= 12 + HD of the character holding the weapon, reflecting their attempts to keep their weapon from being put in a position to be broken.
I would also use my called shot rules, so to specifically hit the weapon it would be -4 to the BtH. A shield would be -3 to BtH for bucklers/small shields, -2 for medium sizes, and only -1 for the large.
Again, I could probably make even better suggestions if I knew the Stormbringer system.
_________________
The Ruby Lord, Earl of the Society
Next Con I am attending: http://www.neoncon.com/
My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
2) Parry/Dodge and attack the same round
For 1 and 2 you may want to concentrate on the built in "oppositional rolls" of the SIEGE engine. What comes to mind for me is to represent the ripostes and parry/dodge is to calcualte a portion of the PC's level into their AC. Maybe on a 1 per 3 levels ratio.
Say this is to reflect their skill in turning attacks and avoiding them. I never played Stormbringer so I am not familiar with the wording of the descriptions in regards to these actions, let alone how they are implemented in the Stormbringer mechanics system.
So this is the best "spur of the moment" brainstorm I can come up with.
3) Making shields more useful: shield rush, using them as cover
What comes to mind here is to maybe let them make a SIEGE check (TN 12 + HD of opponent) to give them a boost to their AC for one round. Say if they roll a check to use the Shield as cover, for every 2 (or 3) points they beat the final TN by they get a bonus point to their AC.
4) Closing against long weapons
I think I have to see how Stormbringer does this to give an idea on how to implement it in C&C.
5) Aiming
I would use the Assassins death attack as a basisi for this.
6) Knock back
An opposed STR check, success means you knoock them back. Failure means you stumble and they get you.
7) Damage reduction for armor
I don't think I would implement this unless you modify the HP rules as well.
8) Damaging weapons and shields
Sunder attack. Roll to hit, have the item make a save versus the blow. TN= 12 + HD of the character holding the weapon, reflecting their attempts to keep their weapon from being put in a position to be broken.
I would also use my called shot rules, so to specifically hit the weapon it would be -4 to the BtH. A shield would be -3 to BtH for bucklers/small shields, -2 for medium sizes, and only -1 for the large.
Again, I could probably make even better suggestions if I knew the Stormbringer system.
_________________
The Ruby Lord, Earl of the Society
Next Con I am attending: http://www.neoncon.com/
My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
I use an armor as damage reduction system imc. It works quite well. All characters advance in hit points half as fast as usual. But they also have a defensive bonus that increases with level.
It changes the nature of combat and danger in general- everything is inherently deadlier regardless of your level.
-Fizz
It changes the nature of combat and danger in general- everything is inherently deadlier regardless of your level.
-Fizz
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Mad_Irishman
- Skobbit
- Posts: 14
- Joined: Fri Aug 03, 2007 7:00 am
I'd like to see an opposed parry or dodge roll, like in Stormbringer. Example, a goblin with a +1 BtH rolls a 15+1 for 16 and strikes you. If you have the parry ability, you try to roll a 16 or above with your pertinent modifiers. WIth this parry ability, you'd still be able to attack. The more parries you do, the more of a penalty. I think this would make combat more cinimatic.
- Breakdaddy
- Greater Lore Drake
- Posts: 3875
- Joined: Tue Aug 15, 2006 7:00 am
You can always rely on Treebore to add some pretty balanced options to the C&C gaming environment. Between him and GreyElf, you have lots of good rules suggestions for the game. There are many others out there adding good options, but these two guys have been the most prolific that I've personally seen. Good of you cats to keep posting these suggestions, and kudos to Mad Irishman for making those wonderful character and spell planner sheets for our favorite fantasy game.
"If you had not committed great sins, God would not have sent a punishment like me upon you."
-Genghis Khan
-Genghis Khan
Breakdaddy wrote:
You can always rely on Treebore to add some pretty balanced options to the C&C gaming environment. Between him and GreyElf, you have lots of good rules suggestions for the game. There are many others out there adding good options, but these two guys have been the most prolific that I've personally seen. Good of you cats to keep posting these suggestions, and kudos to Mad Irishman for making those wonderful character and spell planner sheets for our favorite fantasy game.
Thanks! But I rarely offer anything in writing. Just posts, for the most part.
_________________
The Ruby Lord, Earl of the Society
Next Con I am attending: http://www.neoncon.com/
My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
*shrug*
All the options already exist. The game is Basic Role Playing.
D&D and its relatives, such as C&C, have a better range of monsters and caste spell magic, in general. I guess if you want it all you have to mess with one system or the other and work for it. The question boils down to which system do you want to work from as a base, as far as I can see.
I like skill systems, so I have traditionally used BRP for a base and converted spells and monsters from Arcanum, B/X (more lately from C&C) and so on. It is easier, and probably best, just to play the one that caters to the type of game you want. I have C&C and would like to play it, but I don't think I am going to try to do the conversion I was thinking about a few weeks ago...I already have a great deal invested in the other route. I use the Stormbringer 1 system, add my pick of the rest. That variant has my favorite combat and skill system, and it is the one with which I run the best game. And that is what it all boils down to, in the end. You all enjoy your 'best' game, whatever it is.
All the options already exist. The game is Basic Role Playing.
D&D and its relatives, such as C&C, have a better range of monsters and caste spell magic, in general. I guess if you want it all you have to mess with one system or the other and work for it. The question boils down to which system do you want to work from as a base, as far as I can see.
I like skill systems, so I have traditionally used BRP for a base and converted spells and monsters from Arcanum, B/X (more lately from C&C) and so on. It is easier, and probably best, just to play the one that caters to the type of game you want. I have C&C and would like to play it, but I don't think I am going to try to do the conversion I was thinking about a few weeks ago...I already have a great deal invested in the other route. I use the Stormbringer 1 system, add my pick of the rest. That variant has my favorite combat and skill system, and it is the one with which I run the best game. And that is what it all boils down to, in the end. You all enjoy your 'best' game, whatever it is.