Saturday, November 5, 2016

Advanced Fighting Fantasy 2 • Combat-Related (House) Rules

Advanced Fighting Fantasy 2 • Combat-Related (House) Rules

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Hi guys, I'd like to share some of my House Rules with you. Could you give your opinions and judgement? The following are some new combat options, pretty much like those listed on the section Other Combat-Related Rules in the core book. These were based on lots of reading on this forum and by playing other RPGs for so long, so forgive me for not giving the due credits because I just cannot remember so many names 8). I tried to give some love to the Strength Special Skill!

All out attack: same as the book, but we also allow it for ranged attacks. We also cap the total ammount of "levels" of this maneuver equal to the skill in the weapon used. For instance, if you spent 2 points in the Sword skill, you can only increase your damage by +2 (and taking -4 to the attack strength).

Defensive: same as the book, but applies to all rolls, even if outnumbered. In addition, if the hero gets hit, there's a bonus of +1 to the armor table roll.

Grapple: uses the Strength Special Skill for attack rolls. If you succeed, you grapple your oponent and prevent it from moving. Each round you can maitain your grapple, causing damage equal to your Strength. Oponent can try to escape through a Strength Skill dispute. Obviously, you cannot grapple creatures much bigger than you, and for each category size of difference, the damage done from grappling increasces by 50%.

Disarm: by taking a -4 penalty on your attack roll, you can forfeit the damage on a succesful hit and disarm your oponent. The weapon falls down near and it takes a full round to pick it up again. If the oponent have the Strength Special Skill, add it on the oposing roll to prevent the disarm!

Push back: same as book, but uses the Strength Special Skill. You do not cause damage on your oponent on a succesful roll, but you push it 2 meters in any direction. For every 2 points in Strength, you push the oponent an extra 2 meters.

Move: I know that movement in combat is purely descriptional but as I prefer to play on a grid, we use a simple rule: you can use your full round to move 10 meters. All ranged attacks against you have a -2 penalty because you are running for your life.

Statistics: Posted by dcpchamber — Sat Nov 05, 2016 8:32 pm






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November 5, 2016 at 01:30PM

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