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Old January 20, 2013, 19:50   #11
Mikko Lehtinen
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I think I'm getting close to something that works... I could actually implement this rule in the very next version of Mist Classic.

If there's no terrain features that completely block movement next to you, you get a "Dodging" status that has the following effects:
  • You may dodge missiles by making a Jumping skill check. Without the Dodging status dodging missiles is not allowed.
  • +10 to Parry. (In Mist Classic terms, +5 to AC.)
  • -10 to Stealth. (In Classic, -1 to Stealth.)

While I'm at it, I might modify some older positioning rules in the future version:
  • If you're standing on a platform and the attacker is not, you may reroll a failed Parry check once.
  • Missiles, breath attacks and spells have a 50% chance of hitting a platform unless the shooter is next to that platform.

Last edited by Mikko Lehtinen; January 20, 2013 at 20:00.
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Old January 24, 2013, 11:15   #12
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Taking cue from Sil, here's a different way to implement dodging.

In the future version of Mist, you normally use one of three skills for melee attacks: Slash (blades against lightly armored), Pierce (blades against armored, skill score is always lower than Slash), or Bash (clubs against any monster, score is usually somewhere between Slash and Pierce). If the monster is distracted, you may after a successful attack make an Ambush skill check to land a critical hit.

All the rolls are 1d100 under skill score, no modifiers.

Quote:
Originally Posted by half View Post
Flanking gives you a free attack on a creature if you move between two squares both of which are adjacent to it. If there is more than one valid creature, it chooses the targeted creature by preference, and a random one if none are targeted. In Sil, attacking a creature moves the target to it.
How about this: after a flanking move, you get a melee attack sequence against the target, but use Ambush to hit instead of the normal combat skill. (You can't attack two monsters in this way.)

Rogues and people with high Cunning are best at Ambush. Usually Ambush is lower than your usual melee combat skill.

I could also give the Dodge ability from Sil to all players. +15 to Parry if you spend the turn moving.

Or perhaps: you always use Jumping instead of Parry to dodge melee attacks if you spent your turn moving (no choice). Jumping is usually higher than Parry, unless you are clumsy and heavily armored.

Essentially you could choose to trade your normal combat skills, say Slash & Parry, to Ambush & Jumping. Depending on your skill scores, your armour, and the number of enemies you would prefer different fighting grounds.

Last edited by Mikko Lehtinen; January 24, 2013 at 11:42.
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Old January 26, 2013, 09:46   #13
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A little tweak: flanking attacks get -1 blows rather than use a different skill.

Here's a description of all melee combat maneuvers that would be available:

Defending: Normally you defend against melee attacks by making Parry checks. If you spent your turn moving, you make Jumping checks instead if your Jumping is higher than your Parry.

Normal attack: Bump a monster to get an attack sequence against it. If there are more than one monsters in melee range, you get an additional attack sequence against another monster, chosen at random.

Charge: move towards a monster to get a single blow against it with double damage. Scared monsters avoid charging attacks automatically because they're doing their best to keep out of your melee range. (Best with heavy weapons with a single blow.)

Flanking attack: move between two squares that are both adjacent to a monster to get an attack sequence against it, with -1 blow. If there are more than one possible targets, choose one of them at random. (Best with light weapons with many blows.)

You'd get the dodge benefits (may use Jumping skill instead of Parry) with both charging and flanking attacks. Is it weird that charging helps your defense?
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Old January 27, 2013, 01:04   #14
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I don't get flanking. How can a single player flank an enemy? Don't flanking attacks require two attackers? And what does it mean to move into a square that is between two other squares that are adjacent to a monster? Doesn't that just mean "horizontally adjacent to the monster", since the two adjacent diagonals are also adjacent to the monster? Or do you mean that the player is moving from a square that's adjacent to the monster to another square that's adjacent to the monster? That might actually make some sense as a "flanking" move...
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Old January 27, 2013, 11:00   #15
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Quote:
Originally Posted by ekolis View Post
Or do you mean that the player is moving from a square that's adjacent to the monster to another square that's adjacent to the monster?
This.

Flanking is probably not the best term for this attack. "Sidestep attack" would be closer to truth if the ability works like I described. You trade one blow for fancy defensive footwork.

I'm still debating with myself whether Mist wants to have this sort of defensive maneuver. It might steal some fun away from tables and other defensive terrain features.
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