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Friday, September 2, 2016

Dueling Rules and Combat Options for Classic D&D

A full eight out of ten times I am quite peachy with the abstract (mostly quick)  combat resolution of well-aged edition D&D. The game's primary play arena is granular site exploration and combat typically runs at the right balancing point. (If you don't believe me go run Runequest in a dungeoncrawl setting and see how far you get in a session.)

That said, there are some times when it just runs flat and anti-climatic. Some of the worst let downs being one-on-one fights with a hated villain or worthy opponent.

For going on seven years I've noodled around with a few subsystems to model that kind of fight. The first Hill Cantons Compendium had options for making a pressed attack at an AC penalty (and a defense with an AC bonus). By this Axe used a dice pool and included some scaling options. The following synthesize those with some inspirations from the interesting combat rules from Heritage's old and obscure John Carter, Warlord of Mars.

Warning: none of this has been playtested yet (and I am still working out ways to model fights involving multiple opponents and missile weapons). If you do find yourself using them, drop me a line and tell me how it goes!

Dueling Rules
Dueling rules are used for climatic or otherwise interesting battles between single opponents. Standard rounds and the standard hit/damage system are used but employ non-standard options, modifiers and initiative. Players and the GM write down their option from the following list before the round starts and reveal them as it begins.

Your Options for the Round:
1. Standard Attack. Vanilla measured attack, normal modifiers. Opponent taking Concerted Defense gets an modified attack response, but no Counter.

2. All-Out Attack. Attacker pushes the limits and trades a furious series of blows—at a cost of corresponding amount of AC for the round. If she hits and scores damage at or above the result on the following chart. Opponent taking Concerted Defense gets a modified attack, but no Counter.

To Hit Option
AC Penalty
Damage Inflicted to Stop Counter
+1
-1
5 hp
+2
-2
7 hp
+3
-3
9 hp
+4
-4
11 hp

3. Concerted Defense. Character pulls into a defensive stance, parrying and waiting for an opening to strike. The character opts for a bonus to his AC, taking a corresponding penalty to hit for attacks this round. The character strikes at the end of the round and may gain a Counter (a second similarly penalized attack in the round) if an All-Out fails to hit and/or make the minimum damage threshold.

AC Bonus
To Hit Penalty
+1
-1
+2
-2
+3
-3
+4
-4

4. Dirty Trick. Character attempts to throw sand in the face of her opponent, kick in the nether parts or otherwise distract the opponent (player/GM should go wild giving flavor for this). On a roll of 1-2 on a d6 the opponent can not carry through with their option this round (AC is at normal) and loses the next round completely if the trickster employs a Standard Attack. (In other words the trickster can make a free unmodified, uncountered attack at typical AC the next round).

Who Strikes First in the Round:
1. Character playing a Dirty Trick. If both characters are doing Dirty Tricks, automatic no effect for the round and no effect for the next if they both succeed at their d6 rolls.

2. Character making an All-Out Attack. If both characters are attacking than the character with the higher plus modifier strikes first. If tied than both attacks are simultaneous.

3. Character making a Standard Attack. If both characters choose this, then combat is simultaneous.


4. Character making a Concerted Defense. A defending player now attacks using their penalized attack. If he is defending against an All-Out Attack that didn't hit or makes its damage threshold then the player gets a Counter, a second penalized attack. 

2 comments:

  1. How about doing a combat matrix like you did with Marlinko's tiger figthing subsystem? Nothing beats the suspense of having to choose between actions that might end i catastrophic failure if the enemy picks the right counter.

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  2. I like this and I like Christian's suggestion, which makes me think of the old Chainmail jousting.

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