Wednesday, October 27, 2010

Combat: More Than Just a Beat-Down

In order to make combat flow more realistically, I opted for a 10-second combat round rather than the old-school 1-minute round. I also adopted the action-per-round model from 4th edition D&D, namely the Attack, the Move, the Minor Action and the Free action.

There is also more to do when attacking than just basic striking. I've worked in rules for parrying, for the use of shields to both attack and parry, and detailed how to grab, how to grapple, how to push, how to charge and slam a target, and how to defend against charges. I've included the use of threatened squares and opportunity attacks from 4th edition, and included descriptions of every weapon and armor in the game. I am also using the 'Weapons vs. Armor Type' table from 1st edition AD&D, as this really makes a difference in what armor characters would choose to wear, as well as what weapons they choose to use.

Weapon specialization follows that found in Baldur's Gate, with the addition of each weapon offering unique abilities as levels of specialization are gained. Fighters gain in specialization faster than all other classes, and are the only ones who can become a Grand-Master in a particular weapon.

Now combat involves strategy. What to wear, what to wield, how to wield it, how to advance, where to face, and how to defend. Combat is much more dynamic now, and much more interesting.

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