alternative combat

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For Tri-Stat DX, Alternative Combat:ALTERNATIVE To-Hit & Defense: In an attack, the character must roll under X + Attack Value - Opponents Defense value.If the attack succeeds, the opponent can still block the attack by spending a defense action and must roll under his defense score to block. GMs who use this rule in campaigns may want to limit the number of defensive actions that characters can buy, as this makes defense more powerful.ALTERNATIVE Damage:Replace every "5 point increment" of damage in Special Attack, Superstrength, etc, with 1d6.The damage of an attack equals that number of d6 + the attacker's ACV - opponents DCV.[So, if an attacker has a 20 point special attack and an ACV of 8 against a DCV of 6, the damage would be 4d6+2 minus defensive powers such as Armour]ALTERNATIVE Initiative and Combat Order:The player with the highest initiative in combat goes first.If the player fails his attack, holds his attack, or takes a non-combat action, he passes the "control" over to the player with the next highest initiative.If the player succeeds in an attack, he may either choose to pass control OR he may choose to attack again at a -1 to-hit penalty.He may continue to attack, each attack recieving an additional -1 penalty, so long as he continues to hit AND he has more attack actions.The penalties go away when the player loses or gives control to the next person in the initiative order.