Snaggle
03-21-2013, 09:40 AM
In Normal KAP combat, one has to say hit or miss and if a hit the number rolled and compare that to the hit and number of ones foe, I propose a revision to opposed rolls in combat.
#1 CRITICAL VS CRITICAL – both characters attempt valor rolls, a character who succeeds reduces his foe's critical to a success. If charging characters use horsemanship rolls rather than valor and both lances are broken.
#2 CRITICAL VS SUCCESS - the character with the success, rolls valor, if they succeed the critical is reduced to a success vs failure. If charging the critical is reduced to a success vs failure and both lances are broken.
#3 CRITICAL VS FAILURE - the character doing the critical shatters the shield of their foe and does normal damage without any shield added to the defense of the failure. If the victim has no shield their weapon is broken even if a sword and they take double damage.
#4 CRITICAL VS FUMBLE – the character doing the critical shatters the shield of their foe and does double damage. The fumbling character breaks their own weapon even if a sword.
#3 SUCCESS VS SUCCESS - both characters take normal damage with shields added to armor, but a character may negate both attacks if they make a prudence roll, alternately they may attempt a valor roll and negate their foe's shield. Prudence trumps valor. Characters facing reckless 16+ foes are not allowed prudence rolls. If charging each other both break their lances, horsemanship rolls are how made, if successful damage is done with swords or other weapons, as above.
#4. SUCCESS VS FAILURE – the winner hits without the loser gaining the benefit of their shield. The loser's weapon is broken if not a sword.
#5 SUCCESS VS FUMBLE – the winner shatters his foe's shield and does normal damage with no shield bonus for his foe. The fumblers weapon is broken or lost if a sword.
#6 FAILURE VS FAILURE – nothing happens.
#7 FAILURE VS FUMBLE – the fumbler breaks their own weapon or their sword is lost.
#8 FUMBLE VS FUMBLE – if charging both foes break their lances and their horses ram each other and do their damage to each other. If on foot both foes lose their weapons and roll their grappling skill against each other. If in an assault of a wall, both character are knocked off the wall (or wall and latter, wall and siege tower, etc.) If shipboard both characters are knocked overboard and take one d6 damage until they succeed in a DEX roll upon which their armor is lost.
#1 CRITICAL VS CRITICAL – both characters attempt valor rolls, a character who succeeds reduces his foe's critical to a success. If charging characters use horsemanship rolls rather than valor and both lances are broken.
#2 CRITICAL VS SUCCESS - the character with the success, rolls valor, if they succeed the critical is reduced to a success vs failure. If charging the critical is reduced to a success vs failure and both lances are broken.
#3 CRITICAL VS FAILURE - the character doing the critical shatters the shield of their foe and does normal damage without any shield added to the defense of the failure. If the victim has no shield their weapon is broken even if a sword and they take double damage.
#4 CRITICAL VS FUMBLE – the character doing the critical shatters the shield of their foe and does double damage. The fumbling character breaks their own weapon even if a sword.
#3 SUCCESS VS SUCCESS - both characters take normal damage with shields added to armor, but a character may negate both attacks if they make a prudence roll, alternately they may attempt a valor roll and negate their foe's shield. Prudence trumps valor. Characters facing reckless 16+ foes are not allowed prudence rolls. If charging each other both break their lances, horsemanship rolls are how made, if successful damage is done with swords or other weapons, as above.
#4. SUCCESS VS FAILURE – the winner hits without the loser gaining the benefit of their shield. The loser's weapon is broken if not a sword.
#5 SUCCESS VS FUMBLE – the winner shatters his foe's shield and does normal damage with no shield bonus for his foe. The fumblers weapon is broken or lost if a sword.
#6 FAILURE VS FAILURE – nothing happens.
#7 FAILURE VS FUMBLE – the fumbler breaks their own weapon or their sword is lost.
#8 FUMBLE VS FUMBLE – if charging both foes break their lances and their horses ram each other and do their damage to each other. If on foot both foes lose their weapons and roll their grappling skill against each other. If in an assault of a wall, both character are knocked off the wall (or wall and latter, wall and siege tower, etc.) If shipboard both characters are knocked overboard and take one d6 damage until they succeed in a DEX roll upon which their armor is lost.