Combat Mechanics and Comments

Older threads and ideas relating to the Amstaad RPG.
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Post Post #38 (isolation #0) » Sat Aug 13, 2005 9:59 am

Post by Pie_is_good »

I think the weapons need some work; there's not nearly enough in that list.

Combat system: I think the attack/defend system is good. I like the second fatigue better, though.

Swooning doesn't make much sense to me. In real life, even being really tired won't make you pass out.


Maybe something to the effect of:

+1 modifier to all rolls for each 5 points of energy above 80

-1 modifier to all rolls for each 5 points of energy below 40

Energy = 0 (or a singificantlty low number, at the mod's discretion): You may not perform any actions such as swinging a sword, lifting, etc. You may only walk slowly and lift extremely light things.

Use triple (?) the energy to perform an action: Out of combat, it's akin to "taking twenty"; an automatic success.
In combat, you get a +4 (?) modifier to your roll to hit and a +2 (?) modifier to damage.

...the numbers inserted have not really been thought through; it's more the type of bonuses recieved I'm interested in.
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Post Post #40 (isolation #1) » Sun Apr 16, 2006 3:51 pm

Post by Pie_is_good »

Are some of the characters going to fight using magical combat, or are they all physical?
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Post Post #46 (isolation #2) » Sun Apr 23, 2006 11:05 am

Post by Pie_is_good »

Range: Many other RPGs include a system for initiative and a system for determining speed. Initiative could be something like d10 + CRD, with the higher roller getting the first attack off (ties going to the highest CRD bonus). Then, speed: Speed could be a base number +/x CRD, then characters take to-hit penalties if they attack while moving.

Would that unbalance the CRD skill?

And for Crit Hits... I'm sure special hits could be made that don't neccesarily evade armor. Maybe they automatically deal damage, in addition to a special something that could be rolled up (maybe a d10 with a different outcome for each number).
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