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Battle Rules Two


By Eric Jwo

Parrying Rules

Many epic battles and adventures involove more than just hack-and-slash fighting. For example, duels and other battles fought in TV series such as Highlander and even Xena: Warrior-Princess are a lot more elaborate than the Core SAGA rules allow for. Therefore, rules for parrying and other duel-like battles are essential.

Attack

In duels, the attacker may choose from either Strength or Dexterity to attack with. The defender must defend using the same ability as the offender. Therefore, a being of higher Strength may capitolize on a weaker opponent's lack of Strength. However, the attack is made at one degree higher than normal. Therefore, a normal attack made using Strength would be a challenging Strength (Strength) action to attack his opponent.

Defend

Defenders defend with the same ability as their attacker attacked with. Unlike attacking, the action of defending is identacle to defending for normal battle. Therefore, if a hero was attacked by a character using Strength, he would have to defend with an average Strength (Strength) action.

Rounds

Parrying melee, or dueling melee, is handed in rounds, much like the battles of the AD&D system. A round is approximately equal to 5 seconds. In a round, a person attacks, and a person defends. If a hero can make two attacks per round, then he mkes them one at a time, and the defender defends against each of them. After all of the attacks have been resolved, and damage done, the round is over.
A person can make number of attacks in one round equal to one-half of the number of their Hand, rounded down. Therefore, a hero of Champion reputation could attack twice before his opponent could defend. Heroes with an "A" score in Strength also get one extra attack per round. Therefore, a hero of Adventure reputation that has an "A" in Strength may make three attacks per round. Characters without reputation ratings are assumed to have only one attack per melee round. Elven characters, however, have two attacks per round. The number of defensive actions that a person makes is not determined by their Hand, only on the number of attacks made.
After a round has been completed, then the two opponents switch roles. The previous attacker becomes the defender, and the previous defender becomes the attacker.

Switching Modes

Duels and one-on-one fights are the best times to use the parrying rules. In pitched battles, or melees involving more then two opponents, the parrying rules are not applicable. Sometimes, however changes from duel-like melees to frenzied battles. If this occurs, assume that the designated attacker has already attacked, and loses his attack for the coming combat exchange.

Parrying Attack

Action Ability: Strength or Dexterity
Opposition Ability: Same as the Action Ability
Difficulty: Challenging


During a duel or one-on-one fight, the attacker may make as many of these actions as his Hand will allow.
Mishap: The attacker has left himself exposed, ending the round immediately. The defender can now attack.

Parrying Defence

Action Ability: Same as opposition ability
Opposition Ability: Strenght or Dexterity, depending on the attacker
Difficulty: Average


A defender may make this action as many times as needed.
Mishap: The defender has thrown himself onto the end of his opponenet's blade, suffering double the normal damage.

Called Shots

Heroes may "call shots" anytime they want to. These action, such as Xena's chakrum throw or Robin Hood's famous aim, are the stuff of legends. Instead of randomly firing or chopping at an enemy, a hero can incapacitate an enemy by wounding a knee or even killing him with one shot to the heart.
All called shots are one degree harder than normal. For instance, shooting down a potted plant from the ledge would be a challenging Dexterity action. However, actions that would truly damage or even kill people, such as shooting someone through the heart, makes the action two degrees harder. Therefore, killing a hobgoblin by shooting him through the heart would be a daunting Dexterity (Agility) action. However, damage dealt through this action is doubled, so no one is simply slain. Another side effect might be some special hinderance, like shooting a hobgoblin through the knee would occur a walking and Agility penalty. Incredible actions, such as Xena's chakrum throws, also fit into this category.

Called Shot

Action Ability: Varies
Opposition Ability: Varies
Difficulty: Two degrees harder than normal.


If successful, then the called shot hits its mark. Damage dealt in this fashion is double the normal damage. Special hinmderances may be applied as the Narrator sees fit.
Mishap: The hero misses badly and exposes himself. Whether this means alerting the castle guards or leaving one's self vulnerable to attack depends on the situation and on the Narrator.



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