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Author Topic: Potential Changes for Combat Moves  (Read 734 times)

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imported_Rasyr

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Potential Changes for Combat Moves
« Reply #15 on: January 19, 2012, 01:22:23 PM »
With the changes to the Combat Styles and Combat Moves, I have decided to remove the talent, Advanced Martial Arts Training from the rules completely.

I will be replacing it with the following:

AGILE DEFENSE
Cost: 5
Trainable: Yes
Description: Character undergoes a rigorous training regimen that allows him to be more agile and harder to hit in combat. The character gains an extra +1 to his DEF for every 5 ranks that he has in his best melee (armed or unarmed) Combat Skill. This is in addition to the normal +1 for every 5 ranks in their best melee Combat Skill that all characters receive. However, the character only receives this bonus so long as he is not wearing any armor heavier than Soft Leather, bracers (any type), and a helm (Skullcap only).

And yes, this DOES make the lightly armored, agile fighter much more plausible and possible....

And I am also considering changing the Armor Penalty from affecting the speed stat bonus, to simply being applied to skills and Saves that use Speed and Dex (with Untrained being applying double the penalty), that way, it won't affect DEF at all.... (which is part of the current problem)




Offline Fidoric

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Potential Changes for Combat Moves
« Reply #16 on: January 19, 2012, 06:29:29 PM »
I think this new talent is a good addition and will make lightly armored fighters competitive.
Besides, without it, if you ignore speed penalty to DEF from armor, you have no reason not to wear the heaviest armor which seems historically sensible. The heavily armored character is now only hampered when manoeuvering. I like this very much.

imported_Rasyr

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Potential Changes for Combat Moves
« Reply #17 on: January 19, 2012, 08:02:55 PM »
Yup, by moving the Armor Penalty to Speed related skills (and Dex related skills if untrained), DEF is no longer punished for wearing heavier armor, but such things as Acrobatics, and Stealth and some Combat Skills are (and Riding and a few other skills, including more Combat Skills if untrained in Armor).


and I am not worried about historically or realistically based anything -- I simply am trying to make the game FUN...

imported_Rasyr

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Potential Changes for Combat Moves
« Reply #18 on: January 27, 2012, 09:22:43 PM »
Okay, an update......

I have the Combat Move Design System complete.... and I have posted it in a spot where the playtesters can check it out...

I have also gone through and posted the Combat Moves that I created using those rules (for Melee, Ranged, and Unarmed) for them as well.


I am currently working through the  Combat Styles (and adding more Combat Moves as required for the styles...

The next version of the Open Beta will contain 6 Combat Styles, 3 armed and 3 unarmed...  They are:



  • Archery-- This skill specializes in the use of a single type of Bow (Compound, Long, or Short) and gives him access to the various Moves. (Note: I may need to either rename this one or rename the talent of the same name...)
  • Boxing -- This guy gets a weapon kata for the Cestus, and he has a number of interesting Combat Moves...
  • Sanju -- my make-believe martial art (based loosely on Kung Fu). Plenty of interesting things here
  • Sword & Board -- This is a sworld and shield combat style. I am in the process of writing this now, and am currently going back to add in a "Shield Bash" combat move. Will be trying to make this generic enough to allow for various swords and shield types...
  • Two Weapon Combo -- as current basically, but I have to address how to handle things with each weapon performing a different Move...
  • Wrestling/Grappling -- This is a basic wrestling style..

Something else that I have done. In earlier versions of Novus, I had Brawling punches doing 1 point of Base Damage and Brawling Kicks doing 2 points, with the Basic MA skill doubling each of those. Now, they will both do 2 hits for punches and 4 hits for kicks as the base amount of Base Damage. For Brawling, you use Str/Spd bonuses as your AB, and for Basic Martial Arts, you use your skill bonus. But both will do the same amount of damage now. Many of the Unarmed Combat Moves now increase the amount of damage from those bases -- For example, the  Hand Sttrike does 4 hits of Base Damage and is built by simply adding 2 extra hits of Base Damage to the Basic Punch Move.

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