phantomdoodler
Mongoose
This is an idea for narrative combat which encourages colourful descriptions of fighting, as opposed to abstract combat. It hasnt been fully playtested and is just an option that some group prefer. Any thoughts are welcome.
Attacker and defending
Rather than one roll to determine how much damage is dealt to each target, each round each combatant may make one action to attack a foe, while the target makes an attempt to defend against it.
When attacking, you must choose where they wish to strike your foe, describing the attack in a colourful manner. Then you make a roll, which is where the blow or shot actually lands:
0 Foot
1 Shin
2 Thigh
3 Groin
4 Abdomen
5 Chest
6 Hand
7 Forearm
8 Upper Arm
9 Head
For each point you miss by, you suffer -1 CS. Your opponent now attempts to avoid this blow, by parrying or dodging out of the way. They make a roll - attempting to get the same number you rolled. For each point they miss by, they suffer -1 CS.
Then compare each modified CS, which is known as the combat ratio. The attacker inflicts damage equal to their weapon, plus the combat ratio
Weapons:
Unarmed (1 Damage)
Knuckledusters (2 Damage)
Dagger (3 Damage)
Shortsword (4 Damage)
Sword, Bow (5 Damage)
Polearm, Crossbow, Broadsword (6 Damage)
Two handed Sword, Bor Pistol (7 Damage)
Bor musket (9 Damage)
Cannon (11 Damage)
Armour
These optional armour rules replace those in the rulebook. Record the EP bonus for each type of armour separately, such as Chainmail Waistcoat (4 EP) or Helmet (2 EP). If you are struck in an area which your armour covers, reduce the damage taken by the armours EP rating, and then reduce its value by 1. Once your armour has been reduced to 0 EP, you must repair the damage.
For example, Bright Fox is wearing a chainmail waistcoat (4 EP) and a helmet (2 EP). Later he is struck on his chest for 6 damage - he reduces this damage to 2, and reduces his armour`s EP rating by 1. Its still good for a few more strikes.
Shields
Shields provide their CS bonus when defending only. However, you may only apply it against attacks you can see coming.
Multiple combatants:
If facing more than one opponent, you may still only make a single attack, but may defend multiple times. Your opponents gain +2 CS to attack for each extra ally however (up to a max of +6)
For example, Bright Fox (CS 18, EP 26. Sword (5 Damage, Chainmail waistcoat : 4EP) faces a Giak (CS 15, EP 11, Polearm (6 Damage), Scalemail: 4EP, Helmet 2EP). Bright fox aims for the Upper arm ( 8 ), and rolls a 0! Thats -8 CS. The Gm describes this clumsy attack bringing the sword down from an overhead swing, missing the shoulder and heading towards the targets foot! The opponent attempts to parry the blow, and makes a roll, getting a 5. The opponent brings their polearm down to defend, but is a little high, confused by this bungled attack. Since thats 5 away from the attack, the target suffers -5 CS. Comparing scores, 10 vs 10, Bright Fox has a combat ratio of 0. He inflicts 5 damage to the Giak (who drops to 6 EP). His opponent now makes an attack, and goes for the Head (9), and hits spot on! Bright fox rolls a 5, parrying a little too low, so suffers -4 CS. The combat ratio for this attack is +1, so Bright Fox takes 7 damage!
In round two, Bright Fox decides to bring his sword up to strike the giak in the groin, and rolls a 0 - stumbles, catches his sword on the ground and stabs the Giaks foot (-3 CS). The Giak attempts to roll out of the way, but rolls a 5 - he badly misjudges this clumsy blow and leaves it far too late (-5 CS). The final Combat ration is +5, so Bright Fox inflicts +10 Eps! He severs the Giaks foot, cutting through an artery. The Giak collapses to the ground, spraying black ichor over Bright Fox...
Strategy
Where you aim for will have an effect on the combat. Aiming for an extreme part of the body, such as the foot or head is riskier because your margin of error is larger. However, so is your opponents if you pull it off, so you may wish to try your luck. A safer bet is aiming for the abdomen or chest, but this will be easier for an opponent to avoid.
Missile Fire
Firing a missile weapon uses the same rules, but the defender obviously cannot attack them in return, unless they have a ranged attack If the target has cover, then where they can aim for is limited. If the roll actually hits a location behind cover, the shot imbeds itself in the cover instead.
For example, Bright Fox spots a Gourgaz lurking behind a stone bridge, revealing his feet, shins, thighs upper arms and head. He pulls out his bow and takes careful aim at the creatures head. However, his aim is a little high as he rolls a 6. That would have hit a hand, but since that is behind the bridge, the arrow glances harmlessly of the stone. The Gourgaz, now alert to this failed shot, lunges forward towards bright Fox. Hopefully he may get another shot off before it reaches him...
Attacker and defending
Rather than one roll to determine how much damage is dealt to each target, each round each combatant may make one action to attack a foe, while the target makes an attempt to defend against it.
When attacking, you must choose where they wish to strike your foe, describing the attack in a colourful manner. Then you make a roll, which is where the blow or shot actually lands:
0 Foot
1 Shin
2 Thigh
3 Groin
4 Abdomen
5 Chest
6 Hand
7 Forearm
8 Upper Arm
9 Head
For each point you miss by, you suffer -1 CS. Your opponent now attempts to avoid this blow, by parrying or dodging out of the way. They make a roll - attempting to get the same number you rolled. For each point they miss by, they suffer -1 CS.
Then compare each modified CS, which is known as the combat ratio. The attacker inflicts damage equal to their weapon, plus the combat ratio
Weapons:
Unarmed (1 Damage)
Knuckledusters (2 Damage)
Dagger (3 Damage)
Shortsword (4 Damage)
Sword, Bow (5 Damage)
Polearm, Crossbow, Broadsword (6 Damage)
Two handed Sword, Bor Pistol (7 Damage)
Bor musket (9 Damage)
Cannon (11 Damage)
Armour
These optional armour rules replace those in the rulebook. Record the EP bonus for each type of armour separately, such as Chainmail Waistcoat (4 EP) or Helmet (2 EP). If you are struck in an area which your armour covers, reduce the damage taken by the armours EP rating, and then reduce its value by 1. Once your armour has been reduced to 0 EP, you must repair the damage.
For example, Bright Fox is wearing a chainmail waistcoat (4 EP) and a helmet (2 EP). Later he is struck on his chest for 6 damage - he reduces this damage to 2, and reduces his armour`s EP rating by 1. Its still good for a few more strikes.
Shields
Shields provide their CS bonus when defending only. However, you may only apply it against attacks you can see coming.
Multiple combatants:
If facing more than one opponent, you may still only make a single attack, but may defend multiple times. Your opponents gain +2 CS to attack for each extra ally however (up to a max of +6)
For example, Bright Fox (CS 18, EP 26. Sword (5 Damage, Chainmail waistcoat : 4EP) faces a Giak (CS 15, EP 11, Polearm (6 Damage), Scalemail: 4EP, Helmet 2EP). Bright fox aims for the Upper arm ( 8 ), and rolls a 0! Thats -8 CS. The Gm describes this clumsy attack bringing the sword down from an overhead swing, missing the shoulder and heading towards the targets foot! The opponent attempts to parry the blow, and makes a roll, getting a 5. The opponent brings their polearm down to defend, but is a little high, confused by this bungled attack. Since thats 5 away from the attack, the target suffers -5 CS. Comparing scores, 10 vs 10, Bright Fox has a combat ratio of 0. He inflicts 5 damage to the Giak (who drops to 6 EP). His opponent now makes an attack, and goes for the Head (9), and hits spot on! Bright fox rolls a 5, parrying a little too low, so suffers -4 CS. The combat ratio for this attack is +1, so Bright Fox takes 7 damage!
In round two, Bright Fox decides to bring his sword up to strike the giak in the groin, and rolls a 0 - stumbles, catches his sword on the ground and stabs the Giaks foot (-3 CS). The Giak attempts to roll out of the way, but rolls a 5 - he badly misjudges this clumsy blow and leaves it far too late (-5 CS). The final Combat ration is +5, so Bright Fox inflicts +10 Eps! He severs the Giaks foot, cutting through an artery. The Giak collapses to the ground, spraying black ichor over Bright Fox...
Strategy
Where you aim for will have an effect on the combat. Aiming for an extreme part of the body, such as the foot or head is riskier because your margin of error is larger. However, so is your opponents if you pull it off, so you may wish to try your luck. A safer bet is aiming for the abdomen or chest, but this will be easier for an opponent to avoid.
Missile Fire
Firing a missile weapon uses the same rules, but the defender obviously cannot attack them in return, unless they have a ranged attack If the target has cover, then where they can aim for is limited. If the roll actually hits a location behind cover, the shot imbeds itself in the cover instead.
For example, Bright Fox spots a Gourgaz lurking behind a stone bridge, revealing his feet, shins, thighs upper arms and head. He pulls out his bow and takes careful aim at the creatures head. However, his aim is a little high as he rolls a 6. That would have hit a hand, but since that is behind the bridge, the arrow glances harmlessly of the stone. The Gourgaz, now alert to this failed shot, lunges forward towards bright Fox. Hopefully he may get another shot off before it reaches him...