Baroun Tardis
SOC-12
Reading through the whole AMN/DMN thing, it looks like the Endurance part is broken: it is easier to hit people when you're tired.
House rule;
Your Melee number is still Strength+Skill. On any round of combat, you can be agressive or defensive by adding portions of your Dex to either your Attack Melee Number, or your Defense Melee Number.
Getting a hit starts at "Easy" difficulty (1D) and goes up one difficulty every End rounds of combat. (Half for Vigor, Double for Stamina)
The task roll is:
nD6 + victim's DMN <= AMN
Example;
Berserker Barbarian (97A443, Blades-2, Axe) faces off with Clever Musketeer (6A3999, Blades-3,Foil)
Berserker Barbarian's base MN is 11, Clever Musketeer's base MN is 9.
Round 1: Berserker Barbarian comes on like a monster, throwing full Dex to the attack. AMN=18/DMN11. Clever Musketeer is one of those creepy fencer guys who knows what's going on, and splits his Dex to DMN18 (9 points of Dex) and AMN10 (1 point of Dex)
Berserker Barbarian rolls 1d6+Clever Musketeer's DMN 18 <= Berserker Barbarian's AMN of 18. He's can't hit...
Clever Musketeer counter attacks 1d6+Clever Musketeer's AMN 10 <= Berserker Barbarian's DMN 11... Clever Musketeer can't miss.
The two fiddle around dancing, shifting their Dex around until round 4... the Musketeer is getting tired.
Barbarian rolls 1d6+Musketeer's DMN <= Barbarians AMN
Musketeer rolls 2d6+Barbarians DMN <= Musketeers AMN
Presuming this lasts to round 7,
Barbarian rolls 1d6+Musketeer's DMN <= Barbarians AMN
Musketeer rolls 3d6+Barbarians DMN <= Musketeers AMN
And at round 11, the Barbarian finally starts to tire, but the Musketeer is having an even worse day:
Barbarian rolls 2d6+Musketeer's DMN <= Barbarians AMN
Musketeer rolls 4d6+Barbarians DMN <= Musketeers AMN
House rule;
Your Melee number is still Strength+Skill. On any round of combat, you can be agressive or defensive by adding portions of your Dex to either your Attack Melee Number, or your Defense Melee Number.
Getting a hit starts at "Easy" difficulty (1D) and goes up one difficulty every End rounds of combat. (Half for Vigor, Double for Stamina)
The task roll is:
nD6 + victim's DMN <= AMN
Example;
Berserker Barbarian (97A443, Blades-2, Axe) faces off with Clever Musketeer (6A3999, Blades-3,Foil)
Berserker Barbarian's base MN is 11, Clever Musketeer's base MN is 9.
Round 1: Berserker Barbarian comes on like a monster, throwing full Dex to the attack. AMN=18/DMN11. Clever Musketeer is one of those creepy fencer guys who knows what's going on, and splits his Dex to DMN18 (9 points of Dex) and AMN10 (1 point of Dex)
Berserker Barbarian rolls 1d6+Clever Musketeer's DMN 18 <= Berserker Barbarian's AMN of 18. He's can't hit...
Clever Musketeer counter attacks 1d6+Clever Musketeer's AMN 10 <= Berserker Barbarian's DMN 11... Clever Musketeer can't miss.
The two fiddle around dancing, shifting their Dex around until round 4... the Musketeer is getting tired.
Barbarian rolls 1d6+Musketeer's DMN <= Barbarians AMN
Musketeer rolls 2d6+Barbarians DMN <= Musketeers AMN
Presuming this lasts to round 7,
Barbarian rolls 1d6+Musketeer's DMN <= Barbarians AMN
Musketeer rolls 3d6+Barbarians DMN <= Musketeers AMN
And at round 11, the Barbarian finally starts to tire, but the Musketeer is having an even worse day:
Barbarian rolls 2d6+Musketeer's DMN <= Barbarians AMN
Musketeer rolls 4d6+Barbarians DMN <= Musketeers AMN