Alternate multiple actions rules

simonh

Mongoose
I was re-reading some old threads, and came across this on on revising the multiple action rules for creatures.

I've revised my suggestion, which was well recieved at the time, and put the new version up on my web site (See Sig). The article is linked directly here: Alternate Multiple Actions.

I reduced the cumulative penalty to -10%, but apply it to both attacks and parries with the same weapon. This penalises on-trick-pony characters, but rightly so I think. I do recommend allowing players to adjust their characters stats a little when introducing new rules, to maintain play balance and fun levels.

Comments very welcome.
 
Halfbat said:
Looks good, Simon. Are you going to post this to the wiki (or is it already there. Must look).

It's not on the Wiki.

The purpose of setting up my own site is to put together the material that interests me. It's not just a random collection of material, but an edited and selected compendium that reflects my particular interests and taste.

If I were to put all my material on the Wiki, it would lose that context. On the other hand I can see the advantages of having a central repository for material.

I have put a link to my web site in the wiki, and linked to the wiki from my site. Perhaps one way to go would be to add individual links to articles on my site in the relevant sections of the wiki?
 
Sounds good.

I only asked as imho the suggestion is a sensible solution to an identified non-ruling in the RAW, one which (or similar) should be included in MRQ 0.2.

:)
 
Personnally i just use the 2-weapon fighting rules as given in the main rulebook.

'1 extra combat reaction, eg: a parry, or 1 extra attack at -20%'.

Therefore a typical Scorpionman who can use their tail to sting, should get 3CA's +1 for the tail, and can use this for either of the above options. Or replace one of their normal attacks with the tail, and use a shield or weapon for the 2-weapon bonus CA. And since the picture of the Scorpionman in the monsters book has claws as well, i give them another bonus 2-weapon CA from these.

So in 1 fighting round you could do this: Hit with main weapon, Parry with weapon/shield, Hit with Stinger, Parry with weapon/shield, hit with main weapon again, parry with weapon/shield, hit with main weapon at -20, parry with claw as extra CA from 2-weapon fighting.
 
Licheking said:
And since the picture of the Scorpionman in the monsters book has claws as well, i give them another bonus 2-weapon CA from these.

They don't have extra claws according to the hit locations or weapons lists, and didn't in previous editions either. This particular specimen may have a chaos feature.

In previous editions, they got magic from Baggog, their Great Spirit Mother, allowing them to transform either arm into a sharp Jabber or a huge Claw.
 
And I would guess, although we don't have the spells yet, that Jabbers or Claws would give an extra CA to use.

So, a Scorpionman with average DEX, two transformed Claws and a tail would get 2+1+2=5 CAs. The Claws and jabbers should also be able to parry as well.

Scorpionmen are fun, at least they were until they got almost devenomed.
 
The multiple additional CAs for extra natural weapons accelerates the problems with opponents very quickly.

For simplicity rather than the scorpionman, how many CA's does a wyvern have? Jaw, 2*claws (perhaps considered as one attack?), and a stinger.

Is it 5 ( 3 DEX:claws +1 Stinger +1 bite ), assuming claws are main attack...
Or 6 (two claws)
Or just 4 (additional weapons)
 
Or, my particular favourite, the Scorpionman-Waltapus or Scorpion-Waltakpus.

Not only does it have 20 hit locations - fits on a D20 quite nicely - but it also has 4 Tentacles, a Sting and a poison cloud. Give it Claws/Jabbers and you're in PC-Killing Heaven. Make it a vampire and it gets a Gaze and a Bite as well.

So, a the question becomes:
How many CAs should a Vampire Scorpionwalktapusman have?
 
soltakss said:
So, a Scorpionman with average DEX, two transformed Claws and a tail would get 2+1+2=5 CAs. The Claws and jabbers should also be able to parry as well.

A tactic my brother worked out for use against Scorpion Men in RQ3 (they were a favourite of mine, as GM) was to give up attacking and just parry the extra attack from the tail with a sword. In RQ3 a successful parry versus a failed attack lead to the attacking weapon taking damage from the parrying weapon, and since tails weren't usually heavily armoured, and he generaly played Humakti with plenty of weapon enhancing magic, it was only a matter of time before the tail got chopped off.

I though that was a neat and realistic tactic. That doesn't work in MRQ though because parrying weapons never inflict damage directly, although you can very rarely get a riposte which would hit a random location.
 
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