[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
Re: Other New Combat Rules
After a seven month hiatus from my DQ game, I am now actually going
to start running my game again...
I don't have any other types of attacks to post right at this
moment... but! I have been thinking about this post for a couple of
days, and I have the following question...
Why did I ask about aimed attacks, and hero points in the first place?
I think the big reason, is that I wanted to make the game more
cinematic. DQ is very "realistic" in that characters don't come off
like Conan, jumping into the fray and killing people with one stroke
on a regular basis. And i like that about DQ. It means that you
have to think twice about entering combat. For example, we have been
playing this same game for around 2 years... And when I put the group
up against some Griffons, they had to think hard about the
consequences, before jumping in. Same group in *cough* D&D, and the
Griffons would have been an after thought.
having said that, I want an element to DQ that makes it
more "Heroic". Though I want combat to be dangerous, I want my PCs
to be able to make that one-in-a-million shot every once in a while.
John Corey
--- In dq-rules@y..., "rthorm" <dqn@e...> wrote:
> John Corey recently started some discussion about aimed attacks.
In
> one of my replies, I came up with an off-the-cuff special attack
> called Headshot. It occurs to me that there might be a handful of
> other special attacks like this that could be added to the DQ
combat
> rules.
>
> We already have Trip, Entangle, Restrain, Knockout, Shield Rush,
and
> Disarm (plus Open Attack, Set Attack, Aimed Attack, Overcut, and
> Undercut in Poor Brandan's Almanac). Should there be more? Do you
> regularly use any of these, or is your typical combat a pretty
> straightforward exchange of blows just standing there and slugging
it
> out?
>
> I'd like to work out a list of other suggested attacks for us to
work
> on (if there are some others to be added). I'll leave Headshot on
> the
> table, although I don't think my off-the-cuff version is what it
> should be. I'd also like to see a Flurry attack, where the
attacker
> attempts to overwhelm the defender with several quick attacks
(lower
> BC but chance of multiple hits), but with enough penalties that it
> isn't unbalancing.
>
> Anyone can post a version of these attacks. Hopefully we'll get a
> couple of different versions, and can sort out the best and come up
> with a synthesis that really fits.
>
> -- Rodger Thorm