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Author Topic: Combat Boons  (Read 586 times)

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imported_Rasyr

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Combat Boons
« on: June 18, 2011, 01:31:24 PM »
As I mentioned, I forgot to take a closer look at the Combat Boons. Fact is, most of those were written back when scaling damage was 1 extra hit every 3 or 5 points over DEF that the attack was. This means that a number of those those damage multiplier Boons are actually more powerful than originally intended.

Okay, here is the breakdown on the boons as they currently stand:

1 Point Boons


  • Adrenal Surge - add Strength Bonus as extra Damage
  • Bleeder - 1 hit per round - slash/pierce weapons only
  • Combat Shuffle - move 5' per Boon Point
  • Daze Foe - foe is -4 to all actions for 1 round
  • Defensive Posture - gain +2 to DEF next round
  • Disarm Foe - foe makes Save vs Str (TN 15 + 1 per boon point earned in the attack) or weapon goes flying
  • Initiative Boost - gain +2 init next round
  • Knock Prone - foe knocked down, you get +2 to next attack cause he is on the ground
  • Rapid Reload - May reload bow without it costing any AP
  • Skilled Attack - does extra damage equal to ranks you have in skill used to make the attack
  • Strong Attack - does amount equal to Base Damage

2 Point Boons
[/list]

  • Attack Boost - gain +2 to attack next round
  • Inspiring Attack - all allies gain +2 to attacks next round
  • Lightnintg Attack - Make free second attack with -4 modifier. This must be against same or adjacent foe - if a ranged attack, you must already have a loaded weapon in hand (i.e. this goes with Rapid Reload)
  • Pierce Armor - foe only gets 1/2 of normal AR
  • Savage Attack - does +1d10 hits
  • Severe Blow - do double damage Note that this is one of the problem Boons as it was written when scaling damage was much much less overall.
  • Stunning Blow - foe has to Save vs Con (TN 15 + 1 per boon point earned in attack) or be stunned (unable to take ANY action) for 1 round

3 Point Boons
[/list]

  • Dire Blow - does triple damage Note: this is another problem boon
  • Dual Strike - Attack actually hits 2 foes (using same initial attack roll).
  • Pierce Armor II - foe only gets 1/4 normal AR against attack
  • Stunning Blow - as Stunning Blow above, but for 2 rounds...

4 Point Boons
[/list]

  • Mortal Blow - does 4x damage another problem boon because of scaling damage
  • Pierce Armor True - foe gets NO AR against the attack

5 Point Boons
[/list]

  • Death Strike - Make Save vs Con (TN 15 + 2 for each Boon point earned, means minimum TN of 25) or foe dies Note: it has been pointed out that quite often, this is likely to fail because the creatures you really want to use it on will have Save bonuses higher than the


I would like some suggestions on additional Boons and/or changes to these Boons that might make them better...

My next post will include some of my own suggestions for you to review..[/list]

imported_Rasyr

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Combat Boons
« Reply #1 on: June 18, 2011, 02:07:46 PM »
My suggested changes are in Maroon

1 Point Boons


  • Adrenal Surge - add Willpower Stat Bonus as extra Base Damage - may not be used with Strong Attack
  • Bleeder - 1 hit per round - slash/pierce weapons only - may be purchased multiple times
  • Combat Shuffle - move 5' per Boon Point - may be purchased multiple times
  • Daze Foe - foe is -4 to all actions for 1 round
  • Defensive Posture - gain +2 to DEF next round
  • Disarm Foe - foe makes Save vs Str (TN 15 + 1 per boon point earned in the attack) or weapon goes flying -  See Note 2 Below   (Note: The Combat Move Disarm SHOULD be better)
  • Initiative Boost - gain +2 init next round - may be purchased multiple times
  • Knock Prone - foe knocked down, you get +2 to next attack cause he is on the ground
  • Rapid Reload - May reload bow without it costing any AP
  • Skilled Attack - does extra damage (not Base Damage) equal to ranks you have in skill used to make the attack
  • Strong Attack - does amount equal Strength Stat Bonus as extra Base  Damage - may not be used with Adrenal Surge

2 Point Boons
[/list]

  • Attack Boost - gain +2 to attack next round - may be purchased multiple times
  • Inspiring Attack - all allies gain +2 to attacks next round - may be purchased multiple times
  • Lightning Attack - Make free second attack with -4 modifier. This must be against same or adjacent foe - if a ranged attack, you must already have a loaded weapon in hand (i.e. this goes with Rapid Reload)
  • Pierce Armor - foe only gets 1/2 of normal AR
  • Savage Attack - does +1d10 hits - explosive, but not implosive
  • Severe Blow - do double Base Damage
  • Stunning Blow - foe has to Save vs Con (TN 15 + ranks in Combat Skill Used) or be stunned (unable to take ANY action) for 1 round -  See Note 2 Below

3 Point Boons
[/list]

  • Advantageous Attack - puts foe into bad position, allowing you to attack from behind next round (+4 to attack, and may also use special position based attacks - i.e. Waylaying)
  • Dire Blow - does triple Base Damage
  • Dual Strike - Attack actually hits 2 foes (using same initial attack roll).
  • Pierce Armor II - foe only gets 1/4 normal AR against attack
  • Stunning Blow II - as Stunning Blow above, but for 2 rounds...

4 Point Boons
[/list]

  • Knockout - foe must Save vs. Con (TN 15 + ranks in Combat Skill Used) or be knocked unconscious for 1d10 minutes -  See Note 2 Below
  • Mortal Blow - does 4x Base Damage
  • Pierce Armor True - foe gets NO AR against the attack

5 Point Boons
[/list]

  • Death Strike - Make Save vs Con (TN 15 + Ranks in Combat Skill used) or foe dies - See Note 2 Below

6 Point Boons
[/list]

  • Instant Death - Foe dies, no Save.

Note: I am going to also clarify that AR is subtracted from damage BEFORE any multipliers are applied, and that it reduces Base Damage before it reduces Scaled Damage. This will make the "Armor Piercing" Boons more valuable, especially when used in conjunction with damage multipliers

Note 2: Was also thinking that if the foe fought defensively in the round that this action happens, that the amount of AB shifted to DEF should also apply to his Save. AND, if the foe has NOT attacked yet, that he be allowed to shift up to half of his AB to DEF against these Boons (this action also adjusting the amount of AB he has availalbe for the rest of the round).
[/list]

Offline samwise7

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Combat Boons
« Reply #2 on: June 18, 2011, 03:11:03 PM »
The changes look good, that you suggested.  Sorry I can't think of any changes that I would add.

imported_Rasyr

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Combat Boons
« Reply #3 on: June 19, 2011, 12:34:13 PM »
Alrighty then....

Attached is a PDF of the re-worked Combat Boon page.

Please give it a good going over...

[attachment[/attachment]

Offline Fidoric

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Combat Boons
« Reply #4 on: August 03, 2011, 05:09:12 PM »
After some fights, it seems that "skilled attack" is more powerful than its 1 point counterparts (adr surge or strong attack) and even often better than severe blow (2 points) for any decently skilled fighter.
Otherwise, many thanks to you Rasyr. I have had my first game with my 8 year old boy last month using Novus and it was GREAT ! He has mastered the rules in no time and enjoyed them as much as I !

imported_Rasyr

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Combat Boons
« Reply #5 on: August 03, 2011, 05:56:50 PM »
Okay, I think that we can fix that by making it half the number of skill ranks (not including stat or any other bonuses; rounded down) instead of just "skill ranks". Then I could add in a 3 pointer that gives +1 hit per skill rank.

Offline Fidoric

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Combat Boons
« Reply #6 on: August 03, 2011, 06:08:46 PM »
Seems right to me.