Re: [FateRPG] Rock, paper or scissors combat
- faithmaydark wrote:
>In this system one cannot both attack and defend without usinghmmm I really like the default stance idea... in general it makes
>aspects. I am hoping that this will make the combats short and
>deadly. My players are 5 phase characters with a bonus race,
>culture, family, wild aspect and a rock paper scissors aspect. They
>also get 1 free extra per phase.
>-Default defense: Skill used to resist being attacked by anyone.
>-Default stance: everyone chooses one that best represents there
>personality for when they are surprised and grants a once per combat
>renewable aspect that may be advanced as a normal aspect.
surprise feel unplanned
in a very nice way.
>-Skill: the combat skill used.Interesting you tied aggressiveness and strategic benefits together....I
>-Effect: MoS, method of success or whatever it is called.
>-Free stunts: skill -2
>-Max stunts: skill
>-Weapon effect: 1 +1 per extra (max 3) see chart
>-Armor effect: 1 +1 per extra (max 3) see chart
>-Aspect refresh: once per night of sleep, two per session.
> Default defense = forced into the defensive strategy and default
>stance. The ambushed suffer an initiative bonus equal to skill *
>0.5 [round up]. The ambusher gains a +1 bonus to skill and a +1
>bonus to effect.
>1. Declare strategy: offensive or defensive
>Offensive: default defense = skill * 0.5 [round up]
> [Aspect] Defend: may defend against one attacker at full skill.
> [Aspect] Flurry: activate a suitable aspect to attack 2 initiative
>Defensive: default defense = skill -1, may defend against one
>attacker at full skill.
> [Aspect] Determine stance of an opponant.
>2. Declare stance: rock, paper or scissors
> Rock: -1 to skill, +2 to effect, +1 to skill verses scissors stance
> Paper: +1 to default defense, +1 to skill verses rock stance
> Scissors: +1 to skill, -2 to effect, +1 to skill verses paper
have been diligently separating them...
I do have more strategies though ;-)
>4. ActionAhhh you covered some additional strategies in your specific actions
>[Defend] Draw weapon: Make a skill roll with your weapons skill and
>on a Hurt result your weapon is drawn. If you fail you need to
>defend yourself with brawling. May spend a stunt to draw a weapon
>automatically. Note there is an attack option as well.
> [Attack] Draw weapon: Attack using brawling while you draw your
>weapon. Make a skill roll with your weapons skill and on an Injured
>result your weapon is drawn. May spend a stunt to draw a weapon
>automatically. Note that there is a defend option as well.
>[Attack] Stop someone from drawing a weapon: Your attack result is
>reduced by one category and a modified result of clipped keeps the
>[Attack] Force initiative penalty: -1 per effect category.
>[Attack] Force stance: Hurt result.
>[Attack] Flow of the moment: Succeed in attacking, make a sense
>motive check verses deceive and achieve a Clipped result.
>[Defend] Study opponent: Succeed in defending, make a sense motive
>check verses deceive and achieve a Hurt result.
>[Attack or Defend] Know the opponents default stance. Succeed in
>defending or attacking, make a sense motive check verses deceive and
>achieve an Injured result.
>[Attack] Outnumber: +1 to skill.
>[Attack] Flank: Win initiative and outnumber an opponent granting a
>+1 to skill.
>[Attack] Disarm: Injured result.
>[Attack] Trip: Hurt result. Forces opponent into a defensive
>[Attack or Defend] Taunt: Forces opponent into an offensive or
>defensive strategy. Social skill verses social skill.
WOW in general the above looks like a really really crunchy
implementation of much that I am doing
in the Hand of Fate ;-)
Google Me at : Decision Driven Rolegaming
-- Lance Dyas
Destiny the Hand of Fate - at the Decision Driven Gaming Center
Creating a language for describing the methods by which we accomplish
things and thereby better enable visualization of play.