hupendupen
07-20-2015, 04:36 PM
I'm considering adding these rules to any potential games I hold. My intent is to make the combat mechanics more tactical, and to lessen the disadvantage of not playing the high Size, heavily armored knight type of character that the current rules favor, since my potential players seem to prefer the idea of playing as Norse or Saxon heroes rather than Arthurian knights. The main disadvantage that I've observed is that they can slow down combat and also make it less deadly. Test them out and and tell me what you all think.
Characters have a Stamina Pool equal to Dexterity+Stamina. Actions like attacking, charging, dodging, etc reduce the Stamina Pool by a varying number of d6s. I'm still working on assigning a particular number of d6s to all the combat actions, but most are 1d6. The Stamina Pool gains a number of points equal to Stamina every round that your character takes a Rest action, which means that the character paused to catch his breath (this could be narrated as pacing around your foe or maneuvering so an obstruction momentarily separates you.) If the character runs out of of Stamina, then he suffers a worsening (- 5 per action) penalty to each action until he takes another Rest action.
Parrying is resolved similarly to blocking, except the weapon skill is considered to be at - 5. If the character successfully blocks or parries then the damage minus the character's Strength is subtracted from the stamina pool, to a minimum of 3 points off the Stamina Pool.
Careful management of the Stamina Pool is now key to combat. Disengaging and movement are now much more important, since they allow the character to control the pace of combat.
Characters have a Stamina Pool equal to Dexterity+Stamina. Actions like attacking, charging, dodging, etc reduce the Stamina Pool by a varying number of d6s. I'm still working on assigning a particular number of d6s to all the combat actions, but most are 1d6. The Stamina Pool gains a number of points equal to Stamina every round that your character takes a Rest action, which means that the character paused to catch his breath (this could be narrated as pacing around your foe or maneuvering so an obstruction momentarily separates you.) If the character runs out of of Stamina, then he suffers a worsening (- 5 per action) penalty to each action until he takes another Rest action.
Parrying is resolved similarly to blocking, except the weapon skill is considered to be at - 5. If the character successfully blocks or parries then the damage minus the character's Strength is subtracted from the stamina pool, to a minimum of 3 points off the Stamina Pool.
Careful management of the Stamina Pool is now key to combat. Disengaging and movement are now much more important, since they allow the character to control the pace of combat.