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New Situational Combat Rule

 
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King Nate
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PostPosted: Wed Mar 07, 2012 12:03 am    Post subject: New Situational Combat Rule Reply with quote

Inspired from another RPG (a free bennie for anyone who can guess correctly) I converted over this situational combat rule to Savage Worlds.

Take a look and see if it is too powerful or too weak. See if there is another way the same thing can be accomplished using the current rules so this rule would not be added. I might be overlooking something.

Basically I like the idea that this could be done, but don't want to add it in if it is easily abused or broken. Also to see if I have the right Savage Worlds lingo down for this rule so it doesn't feel out of place. Feedback please.

Luring
In some situations a character may want to try and get an opponent to attack him. If a character takes this action to lure, his targeted foe may take a free attack roll against the character if he chooses. If the foe attacks, the character makes an opposed Agility roll at -2 against the attack roll. If the character succeeds, he avoids the attack and may pick a target adjacent to him to be the recipient of the attack. The adjacent target could be a foe, support beam, electrical junction box, what have you.

[EDIT]
Another way just came to my mind.

Luring
In some situations a character may want to try and get an opponent to attack him. If a character takes this action to lure, his targeted foe may take a free attack roll, with a +2 bonus, against the character if he chooses. If the foe misses, the character may pick a target adjacent to him to be the recipient of the attack. The adjacent target could be a foe, support beam, electrical junction box, what have you.
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Thunderforge
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PostPosted: Wed Mar 07, 2012 12:45 am    Post subject: Reply with quote

I'm sure trying to pull off Smarts trick while on hold would work instead, but I like your implementation better. Although it seems sound, I could see it being abused by a high Agility character. Just jump into the fray, take the -2 penalty for luring, and now he's shooting his buddy. Could take out a room that way if you're lucky.
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King Nate
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PostPosted: Wed Mar 07, 2012 12:52 am    Post subject: Reply with quote

I was thinking about the Agility abuse as well which is why I came up with the second Lure as another option, which I'm beginning to like better.
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Enno
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PostPosted: Wed Mar 07, 2012 2:33 am    Post subject: Reply with quote

FMPOV such a stunt is a smarts trick, or one effect of a Taunt.

To your idea. Why not simply give the lured a Wild Attack on the luring? Drop the switching of the attack to other targets. Thats more a Berserk attack to me, then a overhasty attack out of fury.
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King Nate
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PostPosted: Wed Mar 07, 2012 7:54 am    Post subject: Reply with quote

I can see how this looks like it could be a Trick, but according to the rules in SWD the only effects that occur from a Trick are -2 to Parry or -2 to Parry and Shaken.

While I like the idea of being on hold and then pulling off this stunt, I cannot figure how that would work according to the rules as they stand.

Giving the attacker a Wild Attack due to an overhasty attack of fury might make since, however the idea here isn’t to taunt the opponent into making a fury attack. Instead, the way I am imaging this to work is that, a character positions himself into a strategic place on the battlefield, then purposely lowers his defense opening himself up for an attack. When a foe sees the opening he makes an attack only to find the character sidestepping the attack causing the foe to strike whatever it is that is behind/beside the character.

To me this would be another great option for Pacifist characters or another option for a Jackie Chan like character.

Plus, by having the option listed separate from Tricks pushes the option to the top of the players minds instead of being lost in the vast array of things that they could do when they think about pulling off a trick.

Maybe giving a +2 bonus to the attacking creatures attack may be too harsh now that I’m thinking about it. Basically the character is giving up an action to be attacked which should be a bad thing in the first place.
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Enno
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PostPosted: Wed Mar 07, 2012 8:58 am    Post subject: Reply with quote

King Nate wrote:
Instead, the way I am imaging this to work is that, a character positions himself into a strategic place on the battlefield, then purposely lowers his defense opening himself up for an attack. When a foe sees the opening he makes an attack only to find the character sidestepping the attack causing the foe to strike whatever it is that is behind/beside the character.


Ok...

You move yourself strategically into the way of the intended attacker, provoke him, wait for his attack, and then you sidestep, that he eventually hits a target nearby.

Nice idea, but IMO that is already covered by Taunt (= provoking).

Moving into position is normal moving around the battlefield. Provoking is self explanatory. Provoked character comes near, and attacks you in any way he wants (wild attack, normal, grappling, magic, shooting etc). Hitting an adjacent target is covered by snake eyes or rolls of 1 depending on the kind of attack.

BTW how do you handle "lured" targets that use a ranged weapon at the time? Do they have to change the weapon, or do they just shoot the annoying character?

If you think about it in another way, you purposefully lower your defense, after you stepped up on the battlefield. Does the intended target fall for your ruse? That would be kind of a smarts trick, or a wider definition of the above Taunt.
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Clint
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PostPosted: Wed Mar 07, 2012 10:39 am    Post subject: Re: New Situational Combat Rule Reply with quote

King Nate wrote:
Inspired from another RPG (a free bennie for anyone who can guess correctly)...


Sounds like the same RPG that designer and lead developer of will be guests on the Beautiful Brains chat tomorrow night. Wink

As far as the manuever goes, I've seen this before in game. Character moves into position and says they want to provoke or trick a foe into attacking and hitting what's behind them.

Since provoking (Test of Will) and tricking (Tricks) both have the same effect on a raise (Shaken), I tend to go with, "Make your roll, and if you get a raise, instead of being Shaken, he'll make the attack on his action."

Works well with Tests of Will since if the first roll doesn't get a raise, then the character can get +2 to their second attempt, but even if the Trick doesn't get a raise, it at least distracts the foe enough to cause the -2 to Parry if anyone else attacks them.
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