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Hello everybody! The spoiler below has a good bit to read, so I'll keep this brief. In my opinion, the biggest problem with the current CRP system is that high investment into a combat proficiency doesn't give you nearly as big an advantage over minimal investment as one would expect. The difference between investing 20 points in Blades and 1 point in Blades is 4 on your roll. The mechanics below would make heavy investment into a weapon proficiency much more worthwhile, while adding risk to minimal investment.
I want to know your opinions and suggestions!
I want to know your opinions and suggestions!
Combat Skills are abilities that trained fighters can make use of during combat. For every five points a character has in their highest combat proficiency, they can unlock a single Skill. Some skills can only be unlocked once, others can stack.
In the example above, John Doe has a total of 28 points in combat proficiencies. This does not mean that John Doe can unlock 5 Combat Skills. He can still only unlock 4 (One per five points in Fast Blades).
John's Combat Skill List
John can use all four of his Combat Skills when he uses Fast Blades, but can only use the first Combat Skill when using Extra Heavy, and no Combat Skills
Below is the list of skills.
Resist: You resist the effects of a Combat Skill once per amount of times Resist is chosen as a Skill. If the resisted Skill is a one-time use that is expended on a successful usage, the resisted Skill is negated and used up. This Combat Skill can be unlocked as many times as one wants.
Turtle Up: You sacrifice your attack to defend yourself, gaining Advantage on the next defense roll. This Combat Skill cannot be used if you do not have the initiative in combat. You can move slowly and allow this Skill to remain active. This skill can not be Resisted, and can be used as many times as one wishes in combat.
Cheap Blow: You attack the enemy with a cheap and painful blow, lowering their relevant weapon proficiency by 3 points. If the enemy has no more points in their relevant proficiency, they drop their weapon. If an unarmed enemy is reduced to zero in Unarmed, they take a -2 to their defense roll but keep a single point in Unarmed. This Combat Skill can only be attempted on an enemy once, though new enemies are fair game. This Skill can be Resisted.
Prepared Strike: You sacrifice your attack that round to prepare a strike against your enemy. During this time, you have Disadvantage on defense rolls, but gain Advantage on your next attack roll. If a blow is landed against you, you lose the Prepared Strike. This Combat Skill can be held as long as the user wants, and this Skill can be preformed as many times as one wishes. This Skill can not be Resisted.
Hampering: You land a blow which slows your enemy considerably for 1d5 rounds of combat. If this hampering blow is landed and you move out of your enemy's range, it takes them two emotes to reach you instead of one. During this time, you can use another Skill such as Turtle Up or Prepared Strike. When used in tandem with Prepared Strike, the user automatically has the initiative (meaning you can hamper, move out of range, prepare an attack, and use it without re-rolling initiative if the enemy enters your attack range). This Skill can be attempted twice, but can only be successful once. New enemies are fair game. This Skill can be Resisted.
Retaliation: When hit, the user can activate Retaliation to take the blow but then reverse the initiative, allowing the user to begin making attacks on a failed defense roll. However, the blow is lasting, and it only takes two consecutive hits to down you for the rest of the combat instead of three. This skill can only be used once per day. This Skill can be Resisted.
- Name: John Doe
- 20 Fast Blades Combat
- 5 Extra Heavy Combat
- 3 Blunt Combat
In the example above, John Doe has a total of 28 points in combat proficiencies. This does not mean that John Doe can unlock 5 Combat Skills. He can still only unlock 4 (One per five points in Fast Blades).
John's Combat Skill List
- Resist
- Cheap Blow
- Turtle Up
- Retaliation
John can use all four of his Combat Skills when he uses Fast Blades, but can only use the first Combat Skill when using Extra Heavy, and no Combat Skills
Below is the list of skills.
Resist: You resist the effects of a Combat Skill once per amount of times Resist is chosen as a Skill. If the resisted Skill is a one-time use that is expended on a successful usage, the resisted Skill is negated and used up. This Combat Skill can be unlocked as many times as one wants.
Turtle Up: You sacrifice your attack to defend yourself, gaining Advantage on the next defense roll. This Combat Skill cannot be used if you do not have the initiative in combat. You can move slowly and allow this Skill to remain active. This skill can not be Resisted, and can be used as many times as one wishes in combat.
Cheap Blow: You attack the enemy with a cheap and painful blow, lowering their relevant weapon proficiency by 3 points. If the enemy has no more points in their relevant proficiency, they drop their weapon. If an unarmed enemy is reduced to zero in Unarmed, they take a -2 to their defense roll but keep a single point in Unarmed. This Combat Skill can only be attempted on an enemy once, though new enemies are fair game. This Skill can be Resisted.
- Cheap Blow (Advanced): If Cheap Blow is taken as a Skill twice, the proficiency reduction inflicted on an enemy is doubled to 6. Against an unarmed opponent who is reduced to zero Unarmed or below, the defense roll penalty is -4 to roll. This Skill can be attempted twice on an enemy, but can only be successful once. New enemies are fair game. This Skill can be Resisted.
Prepared Strike: You sacrifice your attack that round to prepare a strike against your enemy. During this time, you have Disadvantage on defense rolls, but gain Advantage on your next attack roll. If a blow is landed against you, you lose the Prepared Strike. This Combat Skill can be held as long as the user wants, and this Skill can be preformed as many times as one wishes. This Skill can not be Resisted.
Hampering: You land a blow which slows your enemy considerably for 1d5 rounds of combat. If this hampering blow is landed and you move out of your enemy's range, it takes them two emotes to reach you instead of one. During this time, you can use another Skill such as Turtle Up or Prepared Strike. When used in tandem with Prepared Strike, the user automatically has the initiative (meaning you can hamper, move out of range, prepare an attack, and use it without re-rolling initiative if the enemy enters your attack range). This Skill can be attempted twice, but can only be successful once. New enemies are fair game. This Skill can be Resisted.
Retaliation: When hit, the user can activate Retaliation to take the blow but then reverse the initiative, allowing the user to begin making attacks on a failed defense roll. However, the blow is lasting, and it only takes two consecutive hits to down you for the rest of the combat instead of three. This skill can only be used once per day. This Skill can be Resisted.