Sunday, September 25, 2016

Advanced Fighting Fantasy 2 • More combat rules

Advanced Fighting Fantasy 2 • More combat rules

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Sundering

You can attempt to sunder a weapon, shield or armour in combat rather than attack the creature wielding them or wearing them. If you do so, make a normal attack roll. If you are attempting to sunder a small weapon, such as a dagger, there is a -2 penalty. If you succeed, make a skill + strength roll. If you fail, nothing happens. If you succeed, you do damage to the item. Roll damage as normal and roll the armour for the item.

Item Armour Stamina
Dagger or quarterstaff Light 2
One handed weapon Medium 4
Two handed weapon Heavy 6
Leather cuirass As armour3
Leather hauberk As armour4
Chain cuirass As armour4
Chain Hauberk As armour5
Breastplate As armour6
Plate armour As armour7
Small shield As armour4
Large shield As armour6
Monster light As armour4
Monster medium As armour5
Monster heavy As armour6

Inferior materials such as bronze or silver use the inferior armour table and have 1 fewer stamina point (see my collection of stuff).
Superior materials such as superior steel use the superior armour table and have 1 extra stamina point (see my collection of stuff).
Enchanted items get a +1 bonus to armour rolls and have 2 extra stamina points.
When an item has 0 stamina, it has been completely destroyed.
When an item has less than its full stamina, but not 0, it is damaged. Damaged items have the following penalties:
Damaged weapons have a -1 penalty to damage rolls.
Damaged armour has a -1 penalty to armour rolls.
Damaged tools have a -1 penalty to skill rolls.
Damaged items that aren’t weapons, armour or tools can only be sold at 75% of their value.

It is possible to repair items that have been damaged. They require the correct tools and materials that cost 5gp per stamina point and can be repaired at a rate of the number of points the repairer has in the Craft skill (for all items) or the relevant weapon skill (for weapons) or the Armour skill (for armour). If the repairer has more than one of these skills, the highest applies.

Tripping

When you make a trip attack, if you succeed, instead you then make another opposed check. This time, you use skill + strength against your opponent’s skill + strength or dodge (whichever is higher). If your opponent is larger than you, then there is a -2 penalty. If they have more than two feet, there is a -2 penalty. Hafted weapons, such as quarterstaves, polearms or spears can give a +2 bonus. If you succeed, your opponent has been tripped and is now on the floor. They either fight with a -2 penalty or they can get up which takes a round and means that you get a free hit on them.

Reach weapons

This is a variant of brawling. Instead of having a -4 penalty if you are unarmed or carrying a dagger against someone with any other weapon, the penalty is broken down. Weapons are in 3 categories – short, medium and long. If you face someone who has a weapon 1 category longer than yours, you get a -2 penalty. If it is 2 categories, it is a -4 penalty. A disciplined fighting force can advance with their spears out, so they can fight opponents without them getting nearer.

Weapon length Weapons
Short weapons Dagger, fist, claw/bite
Medium weapons Swords, axes, maces, clubs, quarterstaves.
Long weapons Spears, polearms, lances

Statistics: Posted by Slloyd14 — Sun Sep 25, 2016 1:15 pm






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September 25, 2016 at 07:47AM

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