MrHemlocks
Mongoose
I posted the same thing over on Traveller forum. What is combat like in Legend RPG? Is it generic like AD&D or my complex? Dose it use hit charats and critical hit locations? Do you have an example to show?
Combat in both games is tactical and quite involving. Legend combat rewards those who are fast on their feet and lucky.MrHemlocks said:I posted the same thing over on Traveller forum. What is combat like in Legend RPG? Is it generic like AD&D or my complex? Dose it use hit charats and critical hit locations? Do you have an example to show?
alex_greene said:Combat in both games is tactical and quite involving. Legend combat rewards those who are fast on their feet and lucky.MrHemlocks said:I posted the same thing over on Traveller forum. What is combat like in Legend RPG? Is it generic like AD&D or my complex? Dose it use hit charats and critical hit locations? Do you have an example to show?
Combat activities require an initial initiative roll to determine who acts in what order, often a critical element in gaining the advantage in a fight. Weapon styles include training in performing Combat Manoeuvres, both offensive and defensive - offensive CMs include Bash Opponent, Bypass Armour, Bleed, Choose Location, Stun Location or Sunder (cuts armour off a Hit Location), and defensive CMs include Blind Opponent, Disarm Opponent, Overextend Opponent or Riposte.
Combat is also deadly - a single stroke of a sharp blade could sever a limb easily, and a stab to a critical area such as the head or chest which impales could kill very quickly.
Characters have Locational Hit Points, and there is a table for those based on SIZ and CON on p. 11; other tables cover the number of Combat Actions a character can make during a Combat Round (p. 10), the amount of melee damage the character can deliver (Damage Modifier) (p. 10) and the amount of Combat Manoeuvres available to each combatant each round of combat (p. 131) and kinds of CMs one can deploy (p. 132).MrHemlocks said:alex_greene said:Combat in both games is tactical and quite involving. Legend combat rewards those who are fast on their feet and lucky.MrHemlocks said:I posted the same thing over on Traveller forum. What is combat like in Legend RPG? Is it generic like AD&D or my complex? Dose it use hit charats and critical hit locations? Do you have an example to show?
Combat activities require an initial initiative roll to determine who acts in what order, often a critical element in gaining the advantage in a fight. Weapon styles include training in performing Combat Manoeuvres, both offensive and defensive - offensive CMs include Bash Opponent, Bypass Armour, Bleed, Choose Location, Stun Location or Sunder (cuts armour off a Hit Location), and defensive CMs include Blind Opponent, Disarm Opponent, Overextend Opponent or Riposte.
Combat is also deadly - a single stroke of a sharp blade could sever a limb easily, and a stab to a critical area such as the head or chest which impales could kill very quickly.
So there are crit/hit charts?
I like the idea in principle, but I think it does add quite some complexity and potentially weirdness.Prime_Evil said:Weapon Speed Idea
alex_greene said:The difference between the fast weapons and those which are larger and slower is reflected in the Combat Manoeuvres available to them - rapier training is likely to have Bypass Parry, Bypass Armour and Impale, as compared to, say, a war hammer's Bash Opponent or Stun Location.
DamonJynx said:Kind of a little like the D&D 3.x feat, "Weapon Finesse" but Legendised, which allowed certain weapons, that benefit from high DEX score, Rapiers are a good example, to use their wielders DEX bonus rather than STR bonus for attacks and damage. Very beneficial for 'thief' type characters who on average would have STR at 11-12 with little or no bonus and DEX of 16+ which yields a +3 bonus or better.
That would probablly work. Not sure about the speed factor though.Redcrow said:DamonJynx said:Kind of a little like the D&D 3.x feat, "Weapon Finesse" but Legendised, which allowed certain weapons, that benefit from high DEX score, Rapiers are a good example, to use their wielders DEX bonus rather than STR bonus for attacks and damage. Very beneficial for 'thief' type characters who on average would have STR at 11-12 with little or no bonus and DEX of 16+ which yields a +3 bonus or better.
I could see something like that. Maybe a Damage Modifier based on INT+DEX instead of SIZ+STR?
Prime_Evil said:I'd do it something like this, creating my own version of the Swashbuckler heroic ability mentioned in Pirates of Legend / MRQI Pirates, but not actually described in either of those works!
Swashbuckler
Requirements: DEX 15 or higher, any Fencing Combat Style at 90% or higher
Hero Points: 12
Duration: Continuous
When armed with a fencing weapon such as a rapier, saber, foil, or épée, you may calculate your damage modifier using DEX + INT rather than STR+SIZ. Furthermore, if you are armed with a companion parrying weapon such as a main-gauche or parrying dagger in your other hand, you also gain a single extra Combat Action each round that may only be used to deflect enemy attacks. This may be combined with the effects of the Deflecting Parry heroic ability.
I disagree, using DEX+INT to calculate the DM in this instance makes perfect sense. The character is intelligent enough and quick enough to recognise weakness' in his opponents defense and take full advantage of them - it isn't a case of how hard you hit, more a case of knowing where to hit and how quickly you can strike for maximum effect.Bilharzia said:That and dex+int as a damage modifier doesn't make any sense. STR+((SIZ+DEX)/2) maybe.
That would probably require a separate Combat Style, specifically Fencing, with an opening Base Chance of (INT+DEX). The Unarmed equivalent could be a special Combat Style, Martial Art (whatever the style is called), with the same opening base chance, (INT+DEX) - this, like Fencing, could be treated as Advanced Skills for the purpose of opening the skills and improving them during play.DamonJynx said:I disagree, using DEX+INT to calculate the DM in this instance makes perfect sense. The character is intelligent enough and quick enough to recognise weakness' in his opponents defense and take full advantage of them - it isn't a case of how hard you hit, more a case of knowing where to hit and how quickly you can strike for maximum effect.Bilharzia said:That and dex+int as a damage modifier doesn't make any sense. STR+((SIZ+DEX)/2) maybe.