modsr
05-11-2006, 12:15 PM
I am always a bit overwhelmed with all the different maneuvers in the Combat! system. It seems like combat ends up feeling like a game of rock-paper-scissors, and it isn't helping that there are a LOT more than three options. So I was thinking if I should drop a few maneuvers to simplify the decisions a bit. I was thinking along the lines of drop everything except Strike, Avoid and Block. MAYBE add Great Strike (as it isn't a whole lot more complex than Strike) and Lock (as armor would possibly become even more powerful). How does this sound?
I know there is the option of using the Bloody versus test rules instead of Combat!, but I don't consider it to be a valid choice as it simplifies combat too much.
This is somewhat unrelated, but it seems to me that using the full Combat! rules, Counter-Strike is the best maneuver all-around. If I understand correctly, you can distribute the offence and defence dice after you see what the opponent scripted, and the ONLY maneuver against which you don't get to strike is Feint (am I correct here?), it seems almost over-powered.
Thanks in advance.
I know there is the option of using the Bloody versus test rules instead of Combat!, but I don't consider it to be a valid choice as it simplifies combat too much.
This is somewhat unrelated, but it seems to me that using the full Combat! rules, Counter-Strike is the best maneuver all-around. If I understand correctly, you can distribute the offence and defence dice after you see what the opponent scripted, and the ONLY maneuver against which you don't get to strike is Feint (am I correct here?), it seems almost over-powered.
Thanks in advance.