Showing posts with label Combat. Show all posts
Showing posts with label Combat. Show all posts

Sunday, June 13, 2021

FKR: Free Kreigsspiel: VHS Punk '89 (CORRECTED)







Here is my first big trip inot the FKR land of blog posting. I hope to do it more frequently as the Blogosphere has come back alive once again...


Many of these Ideas came to me and from the FKR DIscord site which is what I call Primordial ROle Playing from back in the day before the rules were written, people made it up! 

https://discord.gg/CrD4P7fvXp



VHS Punk '89



The Setting is Any Big City back in an alternate '89 where shit was violent. Street gangs and organized crime. Sex violence and drugs! The Boss rolls up some bad guys and the Gang rolls up some characters.

The Gang will be criminal sorts of no real value to the world! It's all about getting ahead, betrayal at every turn. People are just getting that way. Need money? Go rob someone. Drug dealers and organized crime always have money but they can shoot back. Banks and casinos are next. Rich people can be held for ransom.

Lots of fucked up evil shit and lots of cussing while playing this game is expected!

Back in '89 technology was almost getting futuristic but computers and cell phones were expensive. The internet, if available was dial up. It was very evident that shit was changing! CDs were starting to show up but cassettes and VCR tapes were the now!

One thing was the music. Go back and make yourself a soundtrack for your game!  Styles were wild and in '89 there were so many throwback styles. The hair was especially great!

Hits 3D6 for an average adult. Less dice for weaker people, more for big lunks.

2D6 v 2D6 winner does damage rolled.


Advantage roll Three dice and pick the best Two.

Disadvantage roll Three dice and pick the worst Two.

Heavy weapons, autofire and Shotguns can add the Extra Dice of damage.
Blast have an area where everyone takes damage.
Autofire Damage can be split between targets and every 6 allows an additional dice to be rolled IF the first roll was a winning roll.

Example: Teds 10HP rolls a 11 with a 5 and a 6 and the pig 11HP rolls a 3. That's 11 damage and then Teds roll another dice for a 5 because he is using a Shotgun for 16 total damage blowing the fucking pig away. Die mother fucker!

Explosives double the damage.

Fighting just knocks out a person at 0 Hits. At Half your hits, your bloodied and look real bad. Heal back 1D6 Fighting damage after an hour of resting, fucking and drinking.




Deadly damage is healed at 1D6 point a week. Skilled Medical treatment can double that.

At Half Hits you are Bloodied and have disadvantage.

At Zero Hits you are unconscious  die in as many minutes as your Negative Hits. Example: Johnny got 10 hits. He takes 13 damage so he is dead in 7 minutes.
First aid requires a roll vs damage. If you don't have the right stuff, it's a Disadvantage!  If successful one can heal 1d6 right away and if you get above 1 hot point you are stabilized.

Armor stops damage.
Light 2
Medium 4
Heavy 6

Cover Stops Damage but it works as a layer of Hit Points
Light 4
Medium 8
Heavy 12


VHS Punk 89 Character Creation

1. Roll Age
2. Roll Hits
3. Roll Clothing and Style
4. Roll what do you do as many times as it says.
5. Ask the referee what Equipment, Money and Stuff you own.
6. Make up a name or handle.




Age
1 Teen - Just a stupid kid! A young punk in his teens to his 20s! Only 2D6 for hits.
2-3 An up and coming 30 year old.
4-5 A middle age 40 year old. Roll an additional What you do?
6 Old dog in his 50s plus. Only 2D6 for hits but roll two additional What you do?


Clothing and Style
11 Metalhead
12 Punk
13 Yuppie
14 Seventies
15 Sixties
16 Fifties
21 Eighties
22 Nineties
23 Studders
24 Zoot Suit Throws a coin
25 Shaman Look
26 Biker Leathers
31 Business Suits
32 Ridiculous Suits
34 Feminine/Masculine Clothing
35 Military
36 Goth
41 Emo/Scene
42 Wrestler Outfit
43 Clownish
44 Victorian
45 Medieval
46 Athletic
51 Cowboy
52 White Trash
53 Gangsta
54 Construction
55 Native
56 Preacher
61 Neon Bright
62 Weirdo
63 Jungle
64 Leather and Spikes
65 Futuristic
66 Nudist





What do you do?
11 Gambler
12 Gunslinger
13 Sniper
14 Connected
15 Demolitions
16 Pharmacist
21 Street Fighter
22 Professor
23 Techie
24 Doctor
25 Linguistic
26 Knife Thrower
31 Drug Resistant
32 Disco Fighting
33 Holy Man
34 Mesmer
35 Hotness
36 Chemist
41 Gadgeteer
42 Brain
43 Karate Master
44 Ninja
45 Samurai
46 Kung Fu Master
51 Axe Man
52 Driver
53 Skater
54 Roller Blades
55 Street biker
56 Punk
61 Gangbanger
62 Hacker
63 Security Expert
64 Intelligence
65 Strongman
66 Shadow

Equipment, Money and Stuff
As the Referee to tell you what you have. You probably will be in a desperate situation and won't have much. Always track Ammo and Cash.




Cars have 6D6 (20) Hits. Go up or down for other vehicles and make up the rest.

Doing anything else is roll a 2D6 and 6+ if you are good at something and 9+ if you suck at it. 

Additional Rules: Make up anything else you need.

Saturday, March 12, 2016

BS3 BACK to the DUNGEON RPG The Drow Undercity of Death

BS3 BACK to the DUNGEON RPG The Drow Undercity of Death

Those horrible demonic Drow! We were a very large merchant caravan of over twenty wagons with thirty men at arms strong. We were five merchants with two of our wives with us and my two daughters. Thank the gods our sons had stayed back to run our businesses back in the capital! 

We were beset upon in the darkest of nights by foul soldiers with armor dark and black and hair as white as snow. They killed most of our men at arms and we surrendered! Why did we not just keep fighting to the death! 

The dark elves took us far into the ground in the terrible dungeon know only as The Black Stairs. First there were the screams! Screams of men women and children. Then there was the smell. A smell of feces, blood, and death! 

Blood flowed like a river in this terrible place. Bodies lay all over broken, weeping, insane, and some dead.  

We were taken to some beautiful yet horrible Drow woman. She chanted in horrible tongues and prayed to dark gods!

Some how she KNEW that the two girls were my daughters! She picked up the youngest of only three years old by her throat and looked at me. Two Drow guards escorted us to another room. 

I heard my wife crying and screaming as Drow guards piled on top of here kicking and beating. There was nothing I could do. We were brought to a huge room with a horrible stinking pit with my little daughter still gagging and choking. 

Then she looked at me laughing and threw my little girl into the pit screaming until I heard her hit in the darkness. At that time my mind broke and I do not recall all of the tortures they did to me or my family. 

I will tell you this. The Drow are evil. The Drow are coming for us one day! They will come in the dead of the night and kill us all in our safe little barony.           


https://drive.google.com/file/d/0BzYaSvmA-OpUNGJ5WHJXSlBad1k/view?usp=sharing 

Yes people the THIRD level of the Megadungeon "THE BLACK STAIRS" now carefully translated and edited from LL/AEC to BttDRPG.

Sunday, December 14, 2014

Once upon a time: "The game was centered around the referee, and the idea of the game was to explore the referee's world."

Here is a concept (that HE noticed) Michael Mornard Played in the original Blackmoor, Greyhawk, and EPT Campaigns
"Gronan of Simmerya" aka "Old Geezer" aka "LORD Grumpy"

IS THIS

Inspired by the other thread in this subforum, I've been thinking about the question of how D&D has changed, and I think I've come up with what seems the biggest change to me.
When Dave started "Blackmoor", which I've been told was a team vs team game, it was his invention... he wanted to RUN a game, and got players. When it morphed into more of what we now call an RPG, it was still "Dave's game" about "Dave's world".
Likewise when Gary started running Greyhawk, it was "Gary's got this cool new game called Greyhawk. You're a bunch of guys exploring an old abandoned wizard's castle." Again, Gary created a world, and found players for it... somewhere around 20 players in the early 70s in the cow's anus that was Lake Geneva, Wisconsin.
And that was the first year or so of how the game grew... "Hey, who wants to explore MY dungeon?" The game was centered around the referee, and the idea of the game was to explore the referee's world.
At some point this changed. The mindset became, "We want play being a bunch of heroes, who can we talk into refereeing?" The game became centered on the idea of the players' adventures rather than the referee's world. That's actually a pretty phenomanal paradigmatic shift, and I think it's the core change beneath all the other changes made to the game.

SO Early RPGs were CENTERED around each DM was the artist and maker of a world and players PLAYED in the DMs WORLD!  At some point this changed. The mindset became, "We want play being a bunch of heroes, who can we talk into refereeing?" The game became centered on the idea of the players' adventures rather than the referee's world.


That's actually a pretty phenomanal paradigmatic shift, and I think it's the core change beneath all the other changes made to the game.

AND it has been that way ever since kinda for the most part. VERY profound. PUTS the early DMs into another light...


JDN2006 noticed that: Gary Gygax was designing the sort of game and adventures he liked playing and he seemed to have simple tastes, with a bent towards adventure and "anyone and everyone can play" concepts. I don't know if that is true, but it's the image I get from his work. 

THORSWULF wrote this profound statement: Sadly, so many DM's I know really didn't get into the exploration of creation- they missed the point. I too have been guilty of this. Sometimes the rules seemed to be the master, not the guide. I have to wonder if the very words like handbook, guide, and manual stifle creativity?

Fantastic thread. A few gems of great wisdom and "how we did it back then"! 

HERE is the original thread. 

http://odd74.proboards.com/thread/6104/which-gronan-muses-changed

Saturday, August 18, 2012

Back to the Dungeon RPG Rough Draft Zine Style Release

Rough Draft Zine Style Release!

Here be the unprofessional zine self styled RPG of the OSR.
Let us do it ROUGE STYLE!

Bad editing! Bad Grammar! But a damn fun game!

ALL made to print out in a fold over zine!

Four LITTLE Booklets!

Easy to Run and Easy to Play!

Players Guide
https://docs.google.com/open?id=0BzYaSvmA-OpURmN5SVJsTDRNcms

Book Of Spells
https://docs.google.com/open?id=0BzYaSvmA-OpUVUNob2ZVcW1YWjg

Book of Encounters
https://docs.google.com/open?id=0BzYaSvmA-OpUZFVkUzZ5OEdfbFU

INCOMPLETE GM's Guide
https://docs.google.com/open?id=0BzYaSvmA-OpUNVA4NjM3VExKZkk


It will need corrections. Note them and then get back to playing!
Add more classes and races!

Shareware copyleft/middle

Friday, August 10, 2012

NOVEL: Free Form Fantsy and Sci-Fi, Plus super simple Space Mini/Card Board Chit battles.

SO what kind of cliches could one have for a fantasy game in a NOVEL free form RPG?

What about Sci Fi? I really don't like how my free from version of Starclads came out so I might just rewrite it. Turn it into a Zine.

In a free form game one should keep up with cash and such should they not?

Now to Space Mini/Card Board Chit Battles!

I am thinking about making ship battles be very stat heavy NOT! Just one number from 1 to 20 called Defense or DEF.

If that number or greater is rolled then the spacecraft is destroyed.

I think it would be cool to have huge space battles. I guess I would have to add in move and ranges if I used minis but that would not be that difficult.


In very rare cases there may be an more powerful weapons subtract from defense BEFORE the dice is rolled but no more than -5. Most of those weapons will be one shots or very few shots.

Order of Combat
1. Each side rolls initiative on D20. Go in highest to lowest.
2. All parties move in order.
3. All parties attack in order.
4. To attack roll a D20. If the number is DEF or higher the unit is destroyed.
5. Some limited weapons may subtract from the target's DEF before the attack is made.
6. Restart back at Step 1.


That's all there is to it.


Axis Space Forces

5 Dreadnaught Battle Cruisers DEF 15 Move 2" Range 15"

20 Fighters DEF 5 Move 5" Range 1"

1 Dread Star DEF 20 Move 1" Range 10"
(5 Shot Planet Killer -5 to Target's DEF Range 20")


Dread Order Imperium

10 Antares Fast War Ships DEF 12 Move 4" Range 5"

30 D.I.E. (Double Ion Engines) Fighters DEF 4 Move 6" Range 2"

The Axis Space Forces have found the dirty Dread Order Imperium and their horrible clone army. All clones of Emperor Snull! They have been ransacking the frontier for decades! Now it's time to get some revenge!


Get some representative tokens or pieces to fight this battle out!

Sunday, April 8, 2012

[Novel RPG] A even more simplified concept.

I am trying for a Nearly Free Form Game concept. I have discussed this concept before in the past and have tweaked it a bit. In play testing this game really flowed. Many of the rules lawyers I know would not touch it for some reason.

When you want to do something you roll a D20. The higher you roll the better the outcome. How high you need to roll is determined by your described skill and the amount of difficulty assigned by the game master. A natural “1” is a complete failure and a natural “20” is a complete success. I did have a clunky chart that I have since gotten rid of.

WRITING INSTEAD OF ROLLING A CHARACTER:
When you want to make a character you need to forget all that you know about attributes, hit points, and anything else you have learned from other RPGs. Remember what you have learned on Free Form RPG boards on the Internet. If they work there they will work here. There is a dice roll mechanic but it exist “outside” the game itself. The players write up Characters and give the Characters reasonable powers and equipment based on the power level being played. The game master will have the final say on “how powerful” your character is.


First chose a power level of your character.
Depends on the setting...
For example...
Is your character the most badass swordsman of the realm? Is he a weary smugger on the lost galaxy? Is he a powerful super hero that can fly, lift trains, and is bulletproof?


Third elaborate on the character's concept.

Here are a few guidelines called the 8 Ms. Discuss the 8 Ms of the character concept if they are above or below average. If they are average then don't waste your time describing them.
-Might or how resistant to damage and harm.
-Muscle or how strong you are compared to an average human.
-Moves or your agility and speed.
-Mind as is how strong mind is and will power.
-Manipulation as in your personality and manipulative ability.
-Martial as in your raw brawling ability.
-Missile as in your accuracy at ranged combat.
-Mystical is your intuition and ability to manipulate arcane forces.
What is his physical description? What is his personality?

Forth discuss your Powers, Abilities, Devices, and Skills.

How powerful they are and what they do. It's fine to add an array of powers, devices, and abilities just don't go overboard. What do you have equipment wise?

Fifth is background.

Does your character have a life other than super heroics? What does he do for a living? What hobbies does he have? What is his social status and wealth? Many of these backgrounds will provide skills and abilities that may provide useful in some game events.

Sixth is Mental and Physical Condition

Does your character have a bad back? Is he afraid of the dark? Has he an addiction to drugs? Is he completely healthy? All these are noted on the sheet. This is also the area where you note damage from combat. With no hard numbers there are no hit points just descriptions.

Seventh is Possessions and Wealth

You and the game master get together and discuss your hero's possessions and wealth and then your income as well as personal items such as a home and vehicles.

Eighth guideline is all these “rules” are just guidelines! The point is to have fun!



Game Master Section

If a character tries to do something and is able to do with ease the charter succeeds. If there is a pivotal time in the adventure the Character rolls on the chart. The roll is not modified in any way. The result is read from the vantage of the skill of the character. For example if a skilled person and an unskilled person both roll an 8 it would mean different things for each Character. A skilled person may have his result described far better while an unskilled would not have done as well. A bad roll is not always a failed attempt to do something. It also can be a change of plot against the positive flow of the Story. This is actually a good thing as it makes very exciting stories.

Combat

Each player declares what they are doing based on their descriptions and power levels. Each player rolls and attack and defense plus any other rolls they are doing. The higher result usually wins unless the other player pulls a cool stunt or is just far more superior.

Damage is judged from the weapon used, the protection offered from cover, armor, and stamina and the result of the Plot Roll. Make it dramatic!

The effects of combat can be very detailed from a detailed description of each body area to a simple Uninjured, Scratch/Beat Up, Injured, Severely Injured, Incapacitated, and Dying. It all depends on how you want to run the game.

It is up to the players and the game master as well as the dice to figure out where your character stands. Mental states can be done this way as well.

You have to decide how much damage or effect was done according to the power and skill level described in the characters text minus any relevant defenses.

Tuesday, April 3, 2012

Living Fantasy Realm LARP Rules Part I of III

Here are the Living Fantasy Realm LARP rules.

What is a L.A.R.P.?

It stands for Live Action Role Play.


Taking the OSR (and Nordic) approach that simple is better and that most LARPs have huge hundreds of pages rulebooks that chase away players.

Here is my simple answer to LARPing.
These rules are designed for a LARGE LARP fest.
They have been tested for many years and are tried and true!

Try them out and let me know.


The Living Fantasy Realm
Presents
The Brotherhood of Steel and
Sorcery
Version 1.6
solomanwolf777@yahoo.com
The Brotherhood of Steel and Sorcery is a live action fantasy role-playing community and society
based on medieval society, fantasy literature, games and movies and is part of the Living Fantasy
Realm. The Living Fantasy Realm is a community and movement.
Personae
A person wishing to join BoSS must create a persona, or a character to become while at an official
BoSS meetings or fighter practices. The persona may be from any time and place from the medieval
era, fantasy literature, games and movies. The persona must have a name and a brief written history
registered with the seneschal one week after joining. A persona must also declare a class and may join
a house.
Houses
A house is a group of personae who wish to join together under a common name. Houses must register
a name and a member list with the Seneschal. A representative must be elected to send to the Council
and to correspond with the Seneschal on subjects such as house rules and current members.
Council
One member from each house is sent to Council. The Council is the body of decision makers. The
Council meeting will be held on the first Sunday of every month. After the meeting it is the job of the
representatives to return to the house and inform all the members of the decisions made by the Council.
Officers
There are only two actual officers in BoSS: The Head of Council and the Seneschal. The job of the
Head of Council is to mediate the council meetings and to cast the deciding vote in the event of a tie.
The Seneschal is the secretary-treasurer for the group. It is his job to keep records of the attendance,
dues, houses, etc.
Classes
A class is the field which a persona decides to devote his time and effort. There are four basic classes in
BoSS: Fighters, Wizards, Priest, and Rogues. Other classes may be allowed, but a persona must gain
specific permission to be allowed another character class. Class must be registered on the persona’s
character card. Once class is declared and Novice level is reached a persona may decide to join a guild
for his specific class. No one will be allowed to declare another class while continuing his current
persona. If a persona is killed, a person may choose to create a new persona in a new class, but it is not
advised to kill off a perfectly good persona.
Fighters – Anyone may fight, but a persona may choose to declare that as his personal
field of study and growth.
Wizards – One of the classes that can use Magic. This group studies the fine arts behind
true magic use.
Priest – The healers and holy men of BoSS. Their magic is a gift from their deity.
Rouges – Thieves, assassins, and generally sneaky personae.
Levels
There are three initial levels in BoSS: Guest, Novice, Veteran. A persona is a guest for his or her first
period. Guest Level 1 after 4 weeks he is a Novice level 2 after 8 more weeks he gets Veteran Level 3
and so on every four weeks. One may join another class(s) and split experience equally between them.
If a persona is absent one week, it does not count as a week of his or her period. During the guest phase
a persona may not join a house, vote, or hold office. At the end of the guest phase, the person must
choose whether to keep his current persona, or kill it and create a new one. Either way he continues
into the Novice phase. As a Novice, he is a full fledged member. He must pay his membership dues of
$5.00 per month, and he may join a house, vote, hold office, etc. Two periods into the Novice phase a
person should show his knowledge as a true and honest Marshal, and must have garb. These titles are
meant to show that a persona has been a member for a specific amount of time, and not to lord over a
person of lower level.
Skills
In order to use a certain weapon or skill, a person must prove that he knows how to handle the weapon
or use a skill correctly without injuring himself or another person. Then and only then, will he be
allowed to use that weapon or skill. The exception to this rule is magic. Magic may only be learned by
Wizards and Priest, and must be learned from someone suitable for teaching. Other non-class skills are
acceptable if approved.
Magic
There are two different level systems for magic, one for Wizards and one for Priest. The levels are as
follows. The magic presented here is a broad category of spells in one word. One must throw a pack of
birdseed or tennis ball, hit the opponent and call the effect of the spell to work. You get one spell per
level. Magic resets itself after each battle. You can cast any spell you have as long as you have a
birdseed pack or tennis ball. Magic ignores armor. This is a very WYSIWYG system as we cannot cast
actual flashy spells. Guest gets Level 1, Novice gets Level 2, Veteran gets Level 3, Apprentice/Acolyte
gets Level 4, Wizard/Priest gets Level 5, Master/High Priest gets Level 6
Wizard
1. Pain – The person hits is paralyzed with pain for 5 seconds and can do nothing but scream and
writhe. Other sensations (tickle, itch, sneeze, etc.) can be substituted but Pain is the easiest to do.
2. Compulsion – This cause the victim to follow a simple command for up to 30 seconds such as drop
your weapon, look over there, you cannot move, you don’t see me, and anything else you can think of.
3. Harm – This kills or wounds the victim depending on where it hits.
4. Domination – This completely takes over the mind of the victim and is at the Wizard’s every whim..
This last until the Wizard cancels the spell or another more powerful wizard cast a more powerful
version.
5. Death- This kills another no matter where it hits.
6. Rite – This is the most powerful ability to cast powerful rituals. More to come in a future Magic
pamphlet.
Priest
1. Turn – A priest may turn an undead causing it to run away in fear.
2. Heal –With the touch of the priest and a small sermon of 30-50 words a persona’s wounds are
healed. Each wound must be healed separately.
3. Pure – This spell ends all poisons or diseases
4. Banish – A priest may banish most undead or demons hit with this spell.
5. Resurrect - A persona that has died may be raised with a ritual.
6. Ritual – This is the level of the divine ritual. Here is an example ritual: The Wrath of the Gods - This
spell calls the wrath of the gods down. It is at least a five minute long ritual that if completed will kill
or wound all opponents or some other desired effect. If disturbed the spell must be completely
restarted. More to come in a future Divine pamphlet.
Fighting Rules
-The fighting rules are meant to provide safety to all fighters.
-The marshal is the over-all law of the field.
-There must be a marshal on the field at all times unless otherwise noted.
-Every member (Novice or above) must have their own weapon(s) which are approved to be SAFE by
at least one member of a council. Once a person has his own weapons, he may borrow those of other
people with specific permission. If a borrowed weapon is broken or damaged, the person borrowing the
weapon must repay the owner.
-If a shot is made to the arm the fighter may not use that arm anymore. If a shot is made to the leg, the
fighter must go down onto his knees and cannot move anymore. A foot counts as a leg shot.
-Chest shots are automatic kills and the persona begins dying. He may scream for effect.
-A persona completely dies in five minutes unless a Heal spell is cast , a bandage (see pamphlet 2) is
applied, he uses a Healing Surge, or he is brought to a healing circle. After five minutes the persona is
fully dead and must be raised by a Resurrection spell or a (see pamphlet 2) Rez.
-A Healing Surge is a burst of heroic energy that allows one to stave off death. Healing surges only
heal the worst wound first. You must wait your full five minutes before using.
-You get one Healing Surge per level. You regain a Healing Surge every six hours.
-A dead persona may be HACKED by hitting the ground next to him 200 times to represent hacking up
of the body. This permanently kills a persona unless some great ritual or rite is performed to bring this
persona back.
-Head shots are only allowed on the back of the head if all agree. A persona can be blackjacked by a
sock within a sock knocking the persona out. A helmet completely protects the individual.
-Light Armor such as leather, absorbs one hit to an area.
-Medium armor such as chain mail, and banded armor absorb two hits.
-Heavy armor such as plate mail absorbs three hits.
-Any other rules instated within a certain fight must be agreed to by ALL combatants, and must be
stated to the marshal of that fight.
-There are some special effects that are to be noted. Magic weapons ignore nonmagical armor.
Poisoned weapons will poison a persona and he will suffer the effect unless first given an antidote or
Pure spell if they get through armor.
Punishment
The breaking of these rules will result in the loss of privileges. If a fighting rule is broken a persona
may be pulled from the field for a day. If the dues are not paid by the end of the month, then the
persona loses all privileges as a member (i.e. voting, fighting, attendance credit, etc.) until the dues are
paid.

Thursday, June 16, 2011

Feats defeat.

Well why were Feats created? In new school gaming the idea was to provide a way to do cool things.

Like tripping someone.

But why do you need a Feat to do things?

In a game with Gamemaster Fiat things such as a bullrush, trip, sundering of a weapon were done on the fly by adding a few points of difficulty to the too hit number or subtracting from the player's roll.

Wow in this short article I just provided you with an unlimited source and list of feats.

Sunday, October 4, 2009

Quentin Tarantino Style Combat Part II

Seems a bit juvenile making combat some extremely violent thing that could possibly ban all Role Playing Games.

BUT

Gamers just like the extreme nature of a Quentin Tarantino Style Combat. Combat as described in D&D is a series of blows and parries until a hit is made.

Is it just fighters that do the dirty tricks?

What about the tricksy thief? Nay ye are not old skew enough! There be no thieves! Well poo to you all! If you make it a subclass of the fighter it's even better! The backstab ability to do double damage is great for the Quentin Tarantino Style Combat forms of violence.

The backstabs can be treated as broken necks, decapitations, and any other form of gory display. When an enemy dies horribly a morale role is needed for the rest of it's group.

The enemy might just run away!

Tuesday, September 29, 2009

Quentin Tarantino Style Combat Part I.

I like vivid blood and gore Quentin Tarantino type combat. Most players love it as well. Take your game to a "whole nuther level". I will site 3 examples. Boring mechanical combat, textbook exciting combat, and then Quentin Tarantino Style over the top Grindhouse combat. Combat is a fury of blows and one combat roll is a successful combination of all your character's deadliness not just his one weapon attack. Try it in your game. Always come up with some new way for an enemy to die. Remember that a fighter will not only use his sword. He has a shield, fist, feet, and whatever else is in the room. Use the furniture and fixtures to cause death on your enemies!

Example 1: You attack with the sword. Roll. You hit you do 5 points of damage. The goblin dies.

Example 2: Your sword lands a solid blow. Blood sprays from the goblin's chest as he dies messily.

Example 3: Your shield bashes the goblin in the face and blood and goblin teeth fly across the room landing on the three other goblins who flinch in fear. You come forward with an elbow smash to the nose then a stab to the goblin's chest follows. Blood sprays as the goblin falls.

More on Part II