I have been working on a Mod to the combat system in TDE. For one, I believe that sticking to a limited list of combat special abilities (no matter how long that list is) doesn't exactly allow for freedom of player creativity. Additionally, I don't think that one needs to invest AP into a Maneuver such as Feint to be able to do it; some may be better at it than others, but anyone should be able to do a feint. Of course, one can simply allow players to describe their actions in combat freely and ask for appropriate checks, but that would be unfair to those who invest in combat S.A.'s and preclude specializing in certain combat maneuvers that might not be on the list.
In a nutshell, my custom combat maneuvers mod is supposed to allow for players and GM to create any combat maneuver imaginable and improve on them over time if desired.
The general idea: (This list might evolve over time)
- The player describes what he/she wants to do.
- If the GM thinks that it is possible for the player to do so, he/she must decide on the specifics:
- required check(s) (AT/PA/RC/DO and/or some Attribute or Skill)
- check(s) penalties/boni (if any)
- defense or prevention (if any)
- target(s) category(ies)
- # of actions required
- Combat Technique restrictions (if any)
- Effect(s); decide for each affected individual/entity:
- penalty/bonus to AT/PA/RC/DO/Attr./Skill/DP/PRO/TOU/SPI/MOV/INI
- conditions/states induced
- other effects
- duration
- penalty/bonus to AT/PA/RC/DO/Attr./Skill/DP/PRO/TOU/SPI/MOV/INI
- Duration
- Improvement:
- # levels possible
- what can be improved, by how much, and at what cost
- practice number (see below)
- # levels possible
- required check(s) (AT/PA/RC/DO and/or some Attribute or Skill)
- Whenever a player successfully used a combat maneuver (succeeds check(s) and is not prevented/defended) against a number of different opponents equal to the practice number, the player may decide to spend the improvement cost in AP to advance one level, but must decide that moment what part to improve if there are choices.
For less complexity, one can:
- require to only consider maneuvers that take 1 action
- only allow effects that can be measured in stats (penalty/bonus to AT/PA/RC/DO/Attr./Skill/DP/PRO/TOU/SPI/MOV/INI, or in induced states/conditions
- determine duration to be one of: immediate, target's next turn, or until beginning of players next turn
- always improve by one step when leveling up (for example reduce an AT penalty by one or add one more to damage)
- leave out the practice number and just level up a maneuver whenever AP are available and invested
For more complexity, one can:
- allow for modifiers similar to spell/chant casting modifiers
- level up each effect separately
From the responses to this post:
- These optional rules create an advantage for fighter-characters over casters.
- These rules create a potential for a mushed-up uniform fighter class instead of the specialized fighters with their individual fighting styles.
What do others think about this approach? Any ideas/suggestions/comments?
I decided to post this to see the general reaction as well as receive suggestions, ideas and comments to improve or add to the mod.
Thanks,
Jasper