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    Cinematic Unisystem - Dexterity Issue(?)

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    • Lithium
      Lithium last edited by

      The system I am creating for personal scale combat doesn't have multiple actions per se, everything is resolved in one roll.

      People at the start of each turn declare if they are fighting Defensively (Pure Defense), Balanced (Trying not to get hurt while still trying to hurt someone), or Offensively (With no regard to defense). These apply modifiers to your dice rolls, unless you're fighting offensively you're considered to be /trying/ to not get hurt somehow so declaring that you're trying not to get hurt and using an action for it are kind of unnecessary.

      I'm hoping it'll help speed combat up.

      Hello! Long time listener, first time caller...

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      • Chet
        Chet Banned last edited by

        I like the mechanic to this system that Combat Skill determines dodge, and it's at a hard statistic. The author is right, this is very 'cinematic'. What could be interesting is reducing the Combat Skill by some increment when a certain 'fatigue' factor sets in, perhaps from repeatedly spreading out multiple attacks. Or, alternately, from taking damage - unless you want to use damage for another concept I dreamed up some time ago, a 'Danger' statistic, that increases a skill/etc. for the amount of health you've lost. If you use the Danger factor to counteract fatigue (with a non-positive, only counter-negative effect) you could actually weight the system properly.

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