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View Full Version : Alternate House Rules: Combat Options



Achamian
01-08-2010, 05:36 PM
PositionalModifiers

LanceChargevsFoot +10/-*5
HorsebackvsFoot +5/-*5
HorsebackvsFoot(spear) +5/-*2
HorsebackvsFoot(w.greatspear) +5/0
WalldefendervsAttacker +5/-*5
Higherground(slope) +2/-*2
FootvsGrounded +5/-*5
Enemynotdefending unopposed
Enemysurprised/frombehind +5unopposed
Immobilized -*10/+10

CombinedActions

Move,thenfight *-5(notreflexive)
Fight,thenmove -*5/+5
Arm/Rearmwhilefighting -*5/+5
Climbingoverwallwhilefighting *-10/+5

MultipleOpponents *-5peropponent,opponentsallget+5each.
Fightingagainst2opponents -*5peropponent(opponentsare+5)
Fightingagainst3opponents *-10peropponent(opponentsare+5)
Fightingagainst4opponents -*15peropponent(opponentsare+5)

Rolloneopposedrollperopponent.Successesstaveoffatt acks,andtheplayerchooseswhichopponent
todamage.Onlyoneopponentmaybedamaged,unlesstherear emultipleCriticals.

CombatManeuvers

DoubleFeint
MakeaDEXor½WeaponSkillroll(armormodifiertoboth!),f ailure=no
damage,Success=halfarmor,Critical=noarmor

FierceAttack
SacrificeAccuracy(andsafety)forDamage.*5skill,+1d6 damage

SacrificingAttack
TakeHit,butrollopposedwhereawindeterminesifshieldp rotects,willstill
takedamage.Ifstillstanding,usetherollasattackunopp osed+5skill

Note:Berserkisanun*knightlyattack(thusunavailablef orplayers,itsfortheSaxonbeasts!).Take
unopposedhit,noshield.Ifstillstanding,attackunoppo sedwith+10.
Note:Inthecaseoftwoberserk/sacrificingattacksagainsteachother,bothattacksareu nopposedand
simultaneous.

Defense
+5toskill,butnorollfordamageonwin,unlesscriticalhi t,whichresultsin1d6damage(noarmor).

Defendingagainst2opponents:*-5peropponentisusual,butdefensemaychangethisto-*2(andopponentsare+2insteadof+5)
Defendingagainst3opponents:*-10peropponentisusual,butdefensemaychangethisto-*5(opponentsare+5)
Defendingagainst4opponents:*-15peropponentisusual,butdefensemaychangethisto-*10(opponentsare+5)

Disengage(oldEvasion/Dodge)
WeaponskillorDEXonfoot(armormodifierappliestoboth! ). UseHorsemanshipifmounted.
Reflexivemodifier*-5/+5isagainstoneattacker.
Againstmultipleattackers,onlyonerollismade.2attack ers*-10/+5,3attackers*-15/+5,4attackers-*20/+5.
Success:Dodges/disengages,Tie:Dodgesbutstillengaged,Failure:Still engaged,Fumble:Falldown,Critical:Maydeliverfreepar tingshotorgetfurtheraway,

ChopthatShield!(usingAxe) -help me with better names for these...
Targetingthefoesshield:-2.Normalresolution.Evenifopponentfails,shieldprote cts1d6points(breaksona"1"),andloosesapointofprotectionforevery6rolled.

CrushthatShield(Mace/Hammeretc)
Targetingthefoesshield:*2.Normalresolution.Evenifo pponentfails,shieldprotectsfull6points,andloosesap ointofprotectionforevery6rolled.

Disarm
SwordgivesReflexive-*5/+5modifier.Otherweaponsare*-10/+5.
Win=nodamage,butsuccessfuldisarm. Weaponmaystillbeattachedandrecoverablenextround(-*5/+5).
Acriticalindicatesindicatesweaponhaslandedsomedist anceaway,orevencaughtbythedisarmer.

MountedCombat
LanceAttack +5vsnon*lanceweaponsexceptgreatspear&halberd(i.ela ncechargeis+10/-*5against
footmen).AdaringHorsemanship(-*5modifier)maybeattemptedforextraspeedandpowerinal ance
charge:Critical:+1d6and+5atattackroll,Success:+1d6 ,Failure:failattack,Fumble:falloff.Iftwo
knightsbothattemptit,therollisopposed.Apartialsucc essmeansjustanormalattack.
RememberMountedKnightsalwaysenjoya+5/*5reflexivemodifieragainstfootmen.

RegularWeaponsgive-1d6damagefromhorsebackduetoreducedmobility compared to on the ground,unlessthehorseisactuallychargingormovingsig nificantly,inwhichcasethereisnoreduction.

Two*handedWeaponsonhorseback usuallydoesn'tworkduetopracticality.Itwouldtakeapr operlytrainedhorseandaHorsemanshipat-10(atleast)tobeabletodoanything.Itdoesn'thappeninA rthurianlore (?),butithashistorically–mostlywithbowsthough.

Attacktrainedhorsesarenotavailable.However,aproper battletrainedhorsemaybesteeredtrampledownedenemies (Horsemanship*5,anyotheractionthatroundisat*5). Horses (except destriers)arenotstrongenoughtowearanythingmorethan normalcaparison,perhapsbearingtheownersarms(1point protectionontopofthehorsenatural5parmor).

Brawling
Brawlingforfisticuffs =DEX/2(maybeturnedintoskillBrawling)damage=half
Brawling/HoldingforWrestling =STR/2(maynotbeturnedintoskill,useGrapple)
Damageisx1/2.WhilegrapplingandattackingwithBrawl,armorisalway shalved.Noshield.

Dagger
Daggeris-*2d6damage.Aknifeis1/2damage.Instandingcombat,opponentsarmorishalvedona
critical,butagainstenemieswithproperweaponsadagger givesa-5/+5modifier(unlessyouhavea
shield,thentheopponents+5isnegated).

Whilegrapplingandattackingwithknifeordagger,armori salwayshalved.Ofcourse,therecanbeno
shield.Incaseofacritical,armorisignored(symbolizin gastabgettingthroughtotheeye,throat,
armpit,groinorotherweakspotinthearmor).

BluntWeapons(rebated,padded)
Rolldamageandfigureforknockdownasusual.Actualdamag eis1/2andisbluntdamageonly(shouldmostlybesoakedbyarmor& shield).

WithheldBlows
Combatantsmayvoluntarilyholdbacktheforceofablow.Da mageismostcommonly1/2,but1/4or3/4couldbeconsidered.OptionallyKnockdowndamagemaybec ountedatonelevelhigher.

HoldingBack
Acombatantmayvoluntarilychoosetofightatalesserskil l,soasto"hide"itfromhisopponent.
Allskillsmaybereducedbyasmanypointsastheindividual seesfit,butthisisbeforetherollofcourseandmayprovec ostlyincaseofbaddierolls.