The Methoria Campaign
Combat Rules and Interpretations in Use


Multiple Attack Rules:

CHAMBARA RULES (CII71): For those characters that have the Trained By A Master (CI30) or Weapon Master (CI31) advantage, one additional attack (and parry) is gained at skill level 15 and each three levels of skill beyond. The Weapon Master advantage also gives additional damage to attacks with applicable weapon(s) based on 1/5 of the skill rounded down as per the Karate skill (B51). These two advantages are obtainable after creation, but will take game time, money, and earned CPs.

SKILL BONUSES (CII72): Any character who has a combat skill at the level of 16 or greater gains an additional attack (and parry) and for each 8 levels of skill beyond. Note that the skill or manuever being used must be at level 16. For example, a manuever that defaults to Karate-4 that has been bought up to the level of Karate-1 would not get an additional attack unless the Karate skill itself was at 17. Any modifications to the skill are not considered for determining the bonus attack(s). For instance, a character with Karate Skill at 16 would still get two attacks even if he was attacking in total darkness and rolling against an effective skill of 6.

Retreating Defense:

RETREATING OPTION (B109): When using the Retreating Option to add +3 to any active defense, this applies to all attacks from one foe for one round. Thus, if you are attacked by a Karate expert who gets 5 attacks from being "Trained by a Master" and having a Karate Skill of 24, and you use a retreating parry, a block with your buckler and 3 dodges, the bonus would apply to all five active defenses. On the first attack, you would retreat one hex (just the once) and parry at +3, then you would block at +3, and then dodge at +3 for the last three attacks. Adding the retreating option can be used by anyone, but may only be used once each round.

High Move Bonuses:

MULTIPLE ACTIONS FOR HIGH MOVE (CII72):Any character who has a move of 12 or more gains an additional manuever per turn and for each 6 levels after that. Note: This does not speed up concentration.

INCREASED STEP FOR HIGH MOVE (CII72): Any character who has a move of 8 or more gains an additional hex of 'Step' and for each 4 levels after that. For example, with a move of 8, he could move two hexes to 'Step and Attack'. A character with multiple actions may distribute his Step between those actions in any way that he wishes.

Rationale:

While the last two rules will probably not effect Player Characters in the game too much, ALL of these rules have been put into effect for two reasons: 1) To attempt a better sense of realism in combat and 2) To prevent the two advantages Weapon Master and Trained By A Master from becoming too unbalancing in game play. Realistically, combat would not be 1 to 1 as it is in AD&D. Everyone doesn't get 1 attack each round and then give his foe a chance to act. Some fighters should get more actions than others. While many Role-Playing systems increase the number of actions that PCs are allowed based on the speed of that character, GURPS is a skill-based system which implies that the number of attacks in combat should be affected by the level of the skill being used.


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