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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