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What about classes without mighty deed roles?Raven_Crowking wrote:Mighty Deed result -2 = AC bonus.
Peasant Deed mechanic: Roll 1d6; on a "6" you get a +1 bonus to AC. Use only once per combat.MrHemlocks wrote:What about classes without mighty deed roles?Raven_Crowking wrote:Mighty Deed result -2 = AC bonus.
Good stuff.cjoepar wrote:I agree that simple is best if you are playing a game where the story is the focus and not the game mechanics.
Like Gilbert de Chatillon, I have a lot of real world experience fighting with these kinds of weapons in sporting events as well as in the dojo, and I promise you, hand to hand combat works absolutely nothing like game designers seem to think it does. And l absolute agree, that dodging and parrying is basically already part of what's happening in combat and is really part of the "to Hit" roll and to an extent, also represented by the number of hit points a character has (more experienced fighters can't actually take more physical damage, they're just better at avoiding some of it). But that's fine, in my opinion. I don't mind taking a step back away from realism and using a simplified system if it keeps the game (and story) moving along smoothly. I've tinkered with adding realism over the years and I have found it very difficult to make any significant modifications without getting bogged down quickly. I've resigned myself to just make a few minor modifications and move on.
That being said, if a character wants to just concentrate on dodging and parrying to maximize their personal protection I would let them forego their attacks to add 2 to their AC. If they are a warrior or dwarf I would let them add 1+their level to their AC. Then I'd quickly move the action (and the story) forward.
Or, you use an action die (with usual base bonus) and you can replace your AC value with the result on the next melee attack that targets you within one round, if the result is higher than your AC. Perhaps include DEX bonus to the action die - not sure. You might have really good parries, but you might have worthless onesGnomeBoy wrote:Okay, now I'm wondering if actively parrying and dodging should involve rolling an Action Die -- it is after all something you are doing.
Maybe you roll a 'to hit' roll to add 2 to your AC. Any attacker whose HD+10 is below that roll has to deal with the extra AC -- those above the result ignore the bonus. Defending Warriors add their Deed Die result to the AC bonus.
Simple-ish...
I like the story, but I'm unclear what it was that you actually did...oncelor wrote:When the request for defensive fighting came up last in our campaign it was when the paladin was trying to hold a doorway against a horde of desert ghouls while the cleric struggled to get a successful turn unholy off. The character said that he didn't care if he hit any ghouls -- there were so many that damaging them wouldn't do very much to improve their situation tactically -- he just wanted to try to keep their paralyzing claws off him. This was a fun situation and the decision to fight defensively was a dramatic one. After the paladin was hit and paralyzed the warrior stepped into the doorway and also decided to try to fight defensively. We all felt that it's more fun to roll dice on your turn than it is to be given a flat bonus by the Judge. There was no algebra involved and nobody thought this made the game too complicated. Wizards often cast spells by the rules as written that cause much more complexity and delay than our simple parrying rules. When I spend two minutes in combat figuring out exactly where the wizard's web goes and what it does it would seem bizarre and mean for me to tell a warrior that he can't use his MDoA to parry because the ten seconds it takes to figure out the effects of the parry slows down the game too much.
Great stuff there! I totally agree with youoncelor wrote:When the request for defensive fighting came up last in our campaign it was when the paladin was trying to hold a doorway against a horde of desert ghouls while the cleric struggled to get a successful turn unholy off. The character said that he didn't care if he hit any ghouls -- there were so many that damaging them wouldn't do very much to improve their situation tactically -- he just wanted to try to keep their paralyzing claws off him. This was a fun situation and the decision to fight defensively was a dramatic one. After the paladin was hit and paralyzed the warrior stepped into the doorway and also decided to try to fight defensively. We all felt that it's more fun to roll dice on your turn than it is to be given a flat bonus by the Judge. There was no algebra involved and nobody thought this made the game too complicated. Wizards often cast spells by the rules as written that cause much more complexity and delay than our simple parrying rules. When I spend two minutes in combat figuring out exactly where the wizard's web goes and what it does it would seem bizarre and mean for me to tell a warrior that he can't use his MDoA to parry because the ten seconds it takes to figure out the effects of the parry slows down the game too much.
The rule I came up with was: number of attacks negated against man-sized opponents = MDoA result - 3; against large opponents (like ogres) = MDoA - 4. So an MDoA of 5 would automatically negate the next two attacks from man-sized attackers within the next combat round. This is more powerful than MDoA's are presented in the book, but I've been interpreting MDoA's a little more generously than the book allows for a long time. (I find that this generosity of the MDoA rules keeps warriors more enjoyable relative to the spell casters.)GnomeBoy wrote: I like the story, but I'm unclear what it was that you actually did...![]()
Are you saying the Deed was "to parry any and all attacks"? Like, if the Deed worked the dude couldn't be hit? Did he still get an attack since normally a Deed is part of attacking?
Sounds cool.oncelor wrote:The rule I came up with was: number of attacks negated against man-sized opponents = MDoA result - 3; against large opponents (like ogres) = MDoA - 4. So an MDoA of 5 would automatically negate the next two attacks from man-sized attackers within the next combat round. This is more powerful than MDoA's are presented in the book, but I've been interpreting MDoA's a little more generously than the book allows for a long time. (I find that this generosity of the MDoA rules keeps warriors more enjoyable relative to the spell casters.)GnomeBoy wrote: I like the story, but I'm unclear what it was that you actually did...![]()
Are you saying the Deed was "to parry any and all attacks"? Like, if the Deed worked the dude couldn't be hit? Did he still get an attack since normally a Deed is part of attacking?