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.