camocoffey
Mongoose
Apologies, long post follows...
I've been considering some options for changing how Actions work in Legend. I don't really like that the Characteristic step between Int+Dex=24 and Int+Dex=25 is so dramatic. I think your number of Actions per round is too significant: barring lucky rolls or huge differences in skill levels, whoever has the most Actions will almost certainly win. And it's pretty much a death sentence to be outnumbered. So I wanted to moderate the effectiveness of Actions, just to tone them down a little. I wanted also to introduce yet more theatre into the combat system! Here's my suggestion for a slight rethink of the system:
The number of Actions you have remains the same, but one of them is a Major Action and any others are Minor Actions. You can use these in any order you desire. Having a shield or off-hand weapon gives you an additional Minor Action, which is to be used only for parrying, etc, with the appropriate item.
With a Major Action, you can:-
• Run, climb, etc.
• Cast a spell.
• Concentrate on a spell.
• Make a standard attack.
• Make a full defence.
• Outmaneouvre your opponents.
With a Minor Action, you can:-
• Move.
• Continue casting a spell.
• Continue concentrating on a spell.
• Make a minor attack.
• Make a standard defence.
• Draw a weapon, reload, etc.
• Ready an action for later.
• Attempt a combat maneouvre.
• Try for a situational advantage.
With a Free Action, you can:-
• Continue moving.
• Make a minor defence.
• Resist a spell.
• Say a few words.
• Etc...
You can spend two Minor Actions together to make a standard attack, as if spending a Major Action; this is effectively combining a Minor Attack and a Combat Maneouvre. You can combine a Minor Action to move with any other Action; e.g. you could spend your Major Action and 1 Minor Action to charge into combat with a standard attack, or 2 Minor Actions to draw your sword while moving forward.
A standard attack works exactly as it does in Legend; it can result in combat maneouvres and it provokes an optional Minor Action from the defender to parry or evade. With a minor attack, however, no combat maneouvres are gained from any success steps, and the defender can spend a Free Action to respond with a minor defence. If he chooses to spend a Minor Action, he could gain a defensive or neutral maneouvre in response, as normal. Note that spending a Free Action to Evade will likely require a Minor Action to recover, as usual (for moving back into the fight, standing up, etc).
A standard defence works exactly as in Legend. By spending your Major Action to make a full defence, on the other hand, you can choose to apply your parry or evade result to every attack made against you until your next Action. A very effective full defence (e.g. a critical parry roll) might be spotted by attackers (Perception or Weapon skill roll required) who could then choose not to bother attacking you during this cycle of Actions.
You can attempt a combat maneouvre with a Minor Action, by declaring what you're after and making an attack roll as usual; if your attack gains at least one success step, you achieve the maneouvre you were after - but you do not do any damage in the attack. This option is limited to maneouvres like Trip, Bash Opponent, Overextend Opponent, etc; Bleed, Impale, Sunder, etc, require a standard attack (i.e. a Major Action).
Trying for a situational advantage will usually require an opposed test of some form, but you get to declare the terms. You might try to "perceive a weakness in my foe's defence", calling for Perception vs Combat Style; to "use the rutted ground to put my foe on a poor footing", with an Evade vs Athletics test; or to "distract the swordsman with my banter", making an Influence vs Insight check. If successful, you gain a bonus to your next roll, or impose a penalty to your opponent's, equal to the critical chance of whichever skill you've used. In the above cases, the GM might treat the first as giving a bonus to attack, the poor footing giving a defence penalty, and the distraction as an attack penalty. You could also apply your advantage to another, if appropriate. Aiming is effectively a situational advantage, although this does not require a skill roll, opposed or otherwise. Attempting to gain an insight bonus from your Cult would be another example of a trying for a situational advantage (in this case, it's an Own Culture vs Mythic Resonance test, granting up to +30% rather than your critical success chance).
The benefits from the above changes as I see them, are that you get only a single significant attack or spell per round, and that Legend combat will be even more cinematic than it already is.
Comments and criticism will be welcomed with humbled equanimity. Blatant abuse will be met with withering wit and sarcasm. And sharp pointy things.
I've been considering some options for changing how Actions work in Legend. I don't really like that the Characteristic step between Int+Dex=24 and Int+Dex=25 is so dramatic. I think your number of Actions per round is too significant: barring lucky rolls or huge differences in skill levels, whoever has the most Actions will almost certainly win. And it's pretty much a death sentence to be outnumbered. So I wanted to moderate the effectiveness of Actions, just to tone them down a little. I wanted also to introduce yet more theatre into the combat system! Here's my suggestion for a slight rethink of the system:
The number of Actions you have remains the same, but one of them is a Major Action and any others are Minor Actions. You can use these in any order you desire. Having a shield or off-hand weapon gives you an additional Minor Action, which is to be used only for parrying, etc, with the appropriate item.
With a Major Action, you can:-
• Run, climb, etc.
• Cast a spell.
• Concentrate on a spell.
• Make a standard attack.
• Make a full defence.
• Outmaneouvre your opponents.
With a Minor Action, you can:-
• Move.
• Continue casting a spell.
• Continue concentrating on a spell.
• Make a minor attack.
• Make a standard defence.
• Draw a weapon, reload, etc.
• Ready an action for later.
• Attempt a combat maneouvre.
• Try for a situational advantage.
With a Free Action, you can:-
• Continue moving.
• Make a minor defence.
• Resist a spell.
• Say a few words.
• Etc...
You can spend two Minor Actions together to make a standard attack, as if spending a Major Action; this is effectively combining a Minor Attack and a Combat Maneouvre. You can combine a Minor Action to move with any other Action; e.g. you could spend your Major Action and 1 Minor Action to charge into combat with a standard attack, or 2 Minor Actions to draw your sword while moving forward.
A standard attack works exactly as it does in Legend; it can result in combat maneouvres and it provokes an optional Minor Action from the defender to parry or evade. With a minor attack, however, no combat maneouvres are gained from any success steps, and the defender can spend a Free Action to respond with a minor defence. If he chooses to spend a Minor Action, he could gain a defensive or neutral maneouvre in response, as normal. Note that spending a Free Action to Evade will likely require a Minor Action to recover, as usual (for moving back into the fight, standing up, etc).
A standard defence works exactly as in Legend. By spending your Major Action to make a full defence, on the other hand, you can choose to apply your parry or evade result to every attack made against you until your next Action. A very effective full defence (e.g. a critical parry roll) might be spotted by attackers (Perception or Weapon skill roll required) who could then choose not to bother attacking you during this cycle of Actions.
You can attempt a combat maneouvre with a Minor Action, by declaring what you're after and making an attack roll as usual; if your attack gains at least one success step, you achieve the maneouvre you were after - but you do not do any damage in the attack. This option is limited to maneouvres like Trip, Bash Opponent, Overextend Opponent, etc; Bleed, Impale, Sunder, etc, require a standard attack (i.e. a Major Action).
Trying for a situational advantage will usually require an opposed test of some form, but you get to declare the terms. You might try to "perceive a weakness in my foe's defence", calling for Perception vs Combat Style; to "use the rutted ground to put my foe on a poor footing", with an Evade vs Athletics test; or to "distract the swordsman with my banter", making an Influence vs Insight check. If successful, you gain a bonus to your next roll, or impose a penalty to your opponent's, equal to the critical chance of whichever skill you've used. In the above cases, the GM might treat the first as giving a bonus to attack, the poor footing giving a defence penalty, and the distraction as an attack penalty. You could also apply your advantage to another, if appropriate. Aiming is effectively a situational advantage, although this does not require a skill roll, opposed or otherwise. Attempting to gain an insight bonus from your Cult would be another example of a trying for a situational advantage (in this case, it's an Own Culture vs Mythic Resonance test, granting up to +30% rather than your critical success chance).
The benefits from the above changes as I see them, are that you get only a single significant attack or spell per round, and that Legend combat will be even more cinematic than it already is.
Comments and criticism will be welcomed with humbled equanimity. Blatant abuse will be met with withering wit and sarcasm. And sharp pointy things.