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CT Only: Weakened Blows

I've got a love/hate relationship with Weakened Blows.

From the moment I read the rule way back when, I was attracted to it. Too many games ignore fatigue during a hand to hand fight. If you've ever been in a fist fight or brawl, then you'll know that a person can bet tired out extremely quickly! This was something I noticed a long, long time ago, when I was young and in shape! Today, I bet I'd get one or two punches in before I became fatigued.

The problem I have with the rule is the bookkeeping. I hate having to count things!

Does anybody have a good method for using weakened blows in a game that makes the counting easy?





On the other hand, I supposed this is really just an issue with low END characters. Much of the time, combats won't go five or seven combat rounds. So, I guess you really only have to keep an eye on it when the character involved has a low END.

What complicates things, though, is when players voluntarily accept a weakened blow and not take from their total, then resume taking from their total.
 
My players usually keep track of their own number of blows, much like they keep track of their own arrows, treasure, etc.

I have used my Paizo Combat Pad, with which note taking is made super easy, when I have players I don't know (trust?).
 
Use the numbers or pips on a die or dice as counters to keep track of your full strength blows.

Every time you use a full strength blow reduce the die by turning it to the next number until it is all used up.

Remember a character can opt to use a weakened blow instead of a full strength blow at any time - useful if you have a much better skill + characteristic advantage over your opponent.

e.g. Norbet Q Gunbunny has an End of 13 and takes combat drug, effective End is 15.

I place three dice, 6 - 6 - 3 you can work out the rest :)

Alternatively use a polyhedral die... in the above example for Norbet I would use a D20 initially on 15.


Alternatively a piece of paper, number of full strength blows and tally marks as they are used up.
 
Poker Chips. Simply put a number of poker chips equal to their End, and if they don't hand one back, it's a weakened blow. Since they won't have any left after End full-strength blows, they can opt for weaker ones earlier, and after the correct amount, they can't give you any more.
 
Well, it's like anything that a game master, DM or Ref need to keep track of, but are too busy to do. It's the honor system; trust but verify. It didn't come up in Snapshot scenarios too often, but occasionally when the fire fight morphed into fisticuffs or some form of fencing.
 
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