Ravian
02-06-2018, 04:59 AM
So I remember seeing something like this around as a proposed houserule for improving the utility of Dexterity in combat, but I can't find it so I wanted to pitch this based on what I remember. I already account for Dexterity more when calculating knockdown value (Size+Dex/2) but I thought this might be an interesting way for a very dexterous knight to have an interesting edge in some combat situations where a bigger higher damage knight might have difficulties.
Maneuvering:
After the Resolution phase, when all targets have been chosen, a character who is currently out-numbered may attempt to make an opposed dexterity test against one of their foes. (Do not apply Armor penalties.) If successful, the character has managed to maneuver themselves where not all of their opponents are capable of engaging them on that round. (perhaps they have managed to position it so that they are getting in one another's way, or they have secured a terrain advantage.) whatever the case. The foe is unable to attack the character this round, but also is unable to be attacked. Resolve the combat round as if the foe is not present. If the character critically succeeds on their Dexterity test, they are particularly effective at maneuvering to their foe's disadvantage, and in addition to the targeted foe, one of the remaining foes (lowest Dexterity decides, maneuver-er chooses on ties.) is also unable to engage or be engaged by the character this round. (A minimum of one foe may always engage the character regardless of the results.)
If the character fumbles the Dexterity roll, they trip themselves up, or if they are mounted their horse throws them and they are knocked down. (applying 1d6 damage if they fall from their horse.)
What do you think? It definitely seems like it would make a dexterous fighter much more defensive and able to hold his own against a larger horde of warriors, but in a one-on-one duel those tricks aren't going to even the odds against a stronger (and larger) fighter. The Fumble result means that it can be dangerous to rely on too much. (Unless they really put their points into Dexterity, but in that case I think they deserve to be thrown a bone for sacrificing that much potential damage.)
Maneuvering:
After the Resolution phase, when all targets have been chosen, a character who is currently out-numbered may attempt to make an opposed dexterity test against one of their foes. (Do not apply Armor penalties.) If successful, the character has managed to maneuver themselves where not all of their opponents are capable of engaging them on that round. (perhaps they have managed to position it so that they are getting in one another's way, or they have secured a terrain advantage.) whatever the case. The foe is unable to attack the character this round, but also is unable to be attacked. Resolve the combat round as if the foe is not present. If the character critically succeeds on their Dexterity test, they are particularly effective at maneuvering to their foe's disadvantage, and in addition to the targeted foe, one of the remaining foes (lowest Dexterity decides, maneuver-er chooses on ties.) is also unable to engage or be engaged by the character this round. (A minimum of one foe may always engage the character regardless of the results.)
If the character fumbles the Dexterity roll, they trip themselves up, or if they are mounted their horse throws them and they are knocked down. (applying 1d6 damage if they fall from their horse.)
What do you think? It definitely seems like it would make a dexterous fighter much more defensive and able to hold his own against a larger horde of warriors, but in a one-on-one duel those tricks aren't going to even the odds against a stronger (and larger) fighter. The Fumble result means that it can be dangerous to rely on too much. (Unless they really put their points into Dexterity, but in that case I think they deserve to be thrown a bone for sacrificing that much potential damage.)