Blog Archive

Wednesday, August 17, 2016

For Honor inspired combat house rule.



Strikes and Guards Rules

Melee combat under these rules differs significantly from standard D&D/Basic Fantasy RPG. In normal D&D you make an attack roll either against your enemy’s AC (d20 rules) against your Attack Value/THAC0, adding your foe’s AC as a bonus to hit. This is true for both melée and missile combat. This isn’t a bad system, just a limited and overly simple system. So I’m adding a bit more depth to the melée portion of combat.
Under the strikes and guards rules melée combat consists of, well strikes and guards. Strikes are your basic melée attacks, while guards are the counters to them. There are three main kinds of strikes and three corresponding guards. Over head strikes or high attacks, which are automatically countered by high guards, in other words head level parries. Then there are low attacks, which are underhanded swings, or more likely upward thrusts to the center, with low guards intercepting them. Finally you have side attacks which are swings or stabs from one side or the other, which can be countered with side guards for the corresponding side. A corresponding guard automatically defeats a corresponding attack. Otherwise make a standard attack roll.
Combatants may make a number of strikes and a number of guards each attack action equal to the number of attacks he or she could normally make. All players involved in melée, plus the DM, secretly decide what strikes their characters will use, in order of use, along with the secret feint rolls for each. Then all characters have their guards and feinting strike selected secretly by those playing them, for which ever order of use they deem fit. A character has a minimum of two potential guards, but can only execute one guard per attack.

Feinting: Bluffing in combat, also known as feinting is an attempt to misdirect an opponent into failing to guard against your attack. Make a Deception check, using the highest of your Charisma, Intelligence or Dexterity, against the higher of your opponent’s Wisdom or Intelligence plus character level, which is that character’s Bluff Defense. If your feint succeeds you may feint with your chosen false strike and then attack with your true strike.

Example Battle 1: Steffan Rackham faces of off against his foe Sir Desmond Birch and three of his soldiers. So to determine order of battle both Steffan’s player and the DM make initiative rolls. Steffan’s player rolls a 2, adds his initiative bonus of -1 for a total of 1. Damn good starting place for a fight like this. The DM then makes Sir Desmond’s initiative roll and gets a 9, then adds his initiative bonus of -2 for a total of 7. Things aren’t looking good for Desmond right about now; Steffan has the drop on him. Finally the DM makes one initiative roll for Sir Desmond’s goons and get a 7.
Steffan starts at about 20 feet away before charging towards the ruthless knight and his brutish men. Since Steffan’s base speed is 40 feet and his long sword is a speed 5 weapon it only takes him five ticks to move and then attack. Because he’s attacking before his enemies can act Steffan’s foes can only guard themselves, not attack. Sir Desmond is a clever man; he has an Intelligence of 15 and Wisdom of 16. Both pretty good for a warrior. His men on the other hand, while by no means stupid, are less cunning and canny than he is. His three foot soldiers have Intelligence scores of 12 and Wisdom scores of 8-11. This gives Birch a Feint Defense of 17 (+1 for 1st character level) and his men a Feint Defense of 13 (+1 for 1st character level).
Steffan’s opts for a cleaving left strike against two of Sir Desmond’s men, so he chooses side attack – left for his true strike. For his feinting strike he decides on a downward high attack. His player makes two Deception rolls, one a 9 and the other a 6 six, for a total of 21 and 18. Steffan briefly assumes a top stance, drawing the two soldiers into a high guard, before swiftly lowering his sword and going for a left to right side swipe with the Crushing Blow maneuver and the Cleave combat option, making a single attack roll of 12+7, for a total of 19, just enough to score a hit for 16 points of slashing damage. These soldiers being lightly armored minions have 17 hit points, 13 from Constitution, with their armor only protecting them from 2 points of damage each, causing them each one wound and dropping them down to one hit point.


Strikes and Guards cards.

Thursday, July 28, 2016

And Now For Something Completely Different: For Honor and one other announcement

After a multi-month hiatus I'm back here posting again. I'm going through a bit of a writer's block on my magitech project, but I'll work on each post day by day until I feel confidant enough to post them. With that said I've recently found a few more things to keep my interest until I get back to work magitech in fiction. Like the YouTube footage of/trailers for For Honor. For Honor is a new third person action game by Ubisoft. The game has three main factions knights (your typical Western medieval warriors), samurai (medieval Japan) and vikings (well, vikings).
What's so special and interesting about this game, in my opinion, is the guard system. Under the guard system the position you hold your sword, or other weapon, in determines which direction you'll attack and defend in. Just watch this playthrough to get it, it does a much better job of explaining the combat system than I can.
I'm posting about this mostly because I find the combat system interesting, and I'm trying to adapt the guard/weapon positions to table top and or my D&D hybrid. Feel free to try doing that for your own games. Oh, by the way, when I say this game is new, I meant that it's coming out next year. I guess that counts as new. I'm also starting up my own wikidot wiki under the name The Good_Necromancer. I'll be using it mostly for house rules, class rewrites and character stats. That's really all I have to say now.

Sunday, May 22, 2016

Magitech in Myth and Legend

A prime source for magitech, oddly enough, is myth and legend, including that of the Ancient Greeks and their forge god Hephaestus. Among the most notable examples of Hephaestus' skill at artifice are the automata he built for himself and others. The best known of them was Talos, a bronze giant that Hephaestus as Europa's, and by extension Crete's, guardian on Zeus's behalf. Hephaestus also constructed the fire breathing bull automata collectively known as Khalkotauroi, the Caucasian Eagle (unless it was a child of Echidna) that was tasked to tear out Prometheus's liver every day, a score of bronze and gold tripods that fallow him to Olympus and many more than can be easily mentioned here.

At the same time within the annuls of Celtic myth lies mythology's foremost example example of a magitech cyborg, Nuada Airgetlám, or Nuada Silverhand. When the Tuatha De Danann landed on the shore of what would later be known as Ireland, they learned they were not alone. The land was already inhabited by a race of men called the Fir Bolg or bag men. Nuada, the king of the Tuatha De Danann, petitioned the king of the Fir Bolgs, Eochaid, for half of the island to live on. Eochaid denied Nuada's humble request and war broke out, a war that claimed King Eochaid's life. During the first great battle of the war, the First Battle of Mag Tuired, the great Fir Bolg hero Sreng challenged King Nuada to single combat. They clashed for the remainder of the battle, until Sreng connects with a single blow against Nuada, severing his right hand.

As beloved a king as Nuada was, the laws of the Tuatha forbade those with missing limbs from the kingship, for a king must be able bodied so he* can lead troops into battle and fight along side them. So he stepped aside for a new king, Bres, a handsome young half-Formor, with golden hair as bright as the sun. He was by by most accounts a good and wise king, but Bres was little more than a puppet ruler, a living tool which the Formor used to oppress and enslave the Tuatha. Feeling desperate and desiring their freedom restored, the Tuatha rebels scrambled to find a king to take their beloved but now crippled Nuada's place, and no other names came to mind. So Dian Cecht and his assistant Creidhne crafted a beautifully made silver hand to replace Nuada's original lost appendage. This was no mere false hand for Nuada, but instead an almost fully functional, if skeletal, silver hand. Miach then covered the silver skeletal hand with flesh and blood grown from its stump.

There's much more to draw on, but I feel this is enough for now.

Friday, May 20, 2016

Some thoughts on magitech, part 1.

What is magitech you say? First magictech (or magitek if you prefer) is a portmanteau of magic and technology. Now since this is a fantasy blog it's safe to assume that everyone here knows magic and technology are, though I do feel like giving a more in-depth description of what technology means. Technology is the practical application of science/knowledge. So if you had a world in which magic exists, that means it could be observed, examined and studied, and with observation, examination and study can ultimately come application. If you really want to get pedantic any deliberate use of magic could count as magitech by this definition. That's all I have to say on the topic for now. There's more for when I can post it.

Thursday, April 14, 2016

Happy belated birthday to me.

I was about to post about my birthday a week ago, but got sidetracked by everything else in my life. So here I am, announcing the fact that my birthday was last week on April 7th. That's really all I can think of right now except for my plans to post on the topic of magitech.

Monday, February 15, 2016

(A little bit of this and a little of that) Segment based initiative and some other combat rules. Here we go again.

Initiative: Who Goes First?

Let's start things off with one of the most contentious topics in role playing games. Not alignment, which for the most part is only a thing in D&D, Palladium and the 'World games. I'm not even talking about encumbrance. No, I'm talking about the real most controversial topic in most if not all RPGs. I'm talking about initiative, what others have called the Kobayashi Maru of D&D.

Friday, January 22, 2016

(BECM mash up) A really ill-advised idea of mine, wound thresholds.

One of the things I've noticed about D&D in general is that damage doesn't really matter until the last few hit points. Now I know that's just fine with a lot of people, but I feel I can do better. At the very least make it a bit more complex. A lot of it is borrowed from SWSE (Star Wars Saga Edition) and Iron Saga as well as the Vitality/Wounds system with 5e's short and long rest mechanics and some d20 conditions.

Damage Threshold