kdresser wrote: ↑Fri Apr 28, 2017 4:58 pm
I looked into ROS as well before I found GURPS. I'm interested to see what you came up with. Would you mind sharing?
Caveat: these are house-rules, inelegantly bolted upon the original system. I'm writing them here just because you asked for it.
Second caveat: I'm not trying to sell this system to anyone. You asked for my houserules, and I answered. I'm not here to “correct” TOR or anything
That said, let's start.
1) Weapon skills:
The 3 weapon skills of starting characters are substituted with:
MELEE ARCHERY DEFENCE
Spending Hope you add your Body to your MELEE or ARCHERY roll.
Spending Hope you add your Wits to your DEFENCE roll.
2) When the Hero attacks, they rolls MELEE (for close combat) or ARCHERY (for ranged combat).
3) When the Hero is attacked, they rolls DEFENCE against the attack roll of the opponent.
4) Parry
TOR's Parry value is only used when the fighter cannot roll DEFENCE (he's surprised, for example, or he opted to not roll DEFENCE for some reason -see below for some examples-).
Against a melee attack adds +0 to his PARRY (this is the tn to hit him in melee)
Against a ranged attack adds +9 to his PARRY (this is the tn to hit him with ranged attacks)
5) Stance:
Forward Stance gives the Hero +1d6 for MELEE, but -1d6 for DEFENCE.
Defensive Stance gives the Hero -1d6 for MELEE, but +1d6 for DEFENCE.
Open Stance gives the Hero no bonus nor malus.
Rearward Stance gives the Hero -1d6 for ARCHERY, but +1d6 for DEFENCE.
Stances are chosen at the beginning of the round, and are valid for both Exchanges of the round (see below).
6) The round
(people not familiar with TROS can have some problems understanding points 6, 7 ad 8. Sorry)
Each round is divided in two Exchanges (first and second).
In each Exchange a character can attack OR defend, not both.
7) The Exchange and the Initiative
At the first Exchange of the round, he who got the Initiative declares his Stance, and if he's going to attack or defend (usually attack).
Then, the other combatant declares his Stance and if he's going to attack or defend (usually defend).
Whoever declares “attack” rolls MELEE or ARCHERY as appropriate, but cannot roll DEFENCE
(if attacked in the Exchange he has to rely on his Parry to save his skin).
Whoever declares “defend” rolls DEFENCE.
8) Resolution
The attacker rolls his MELEE or ARCHERY against the opponent, who rolls DEFENCE to block/evade the attack.
-If the attacker rolls higher, apply damage as usual. The attacker got the initiative for the next Exchange.
-If the defender rolls higher, the attack is stopped and the defender got the initiative for the next Exchange.
-If the rolls are tied, the attack is stopped, but the attacker got the initiative for the next Exchange.
If both fighters declared “attack”, they both strikes at the opponent PARRY. The attack of the fighter with the initiative lands first, then the attack of the opponent (if still standing).
Whoever rolls higher wins the Exchange: he got the initiative for the second Exchange.
9) The second Exchange. [edited to clarify]
The second Exchange of the round is resolved like the first, just that Heroes are stuck with the stance choosen in the first Exchange.
(example:
the Hero got the inititiative and choose to attack from Forward stance. The Orc won the first exchange, though. In the 2nd Exchange the Orc got the initiative and declares attack: the Hero has to defend from Forward stance, that gives him -1d6...)
Once the second Exchange is resolved, the round is concluded.
Whoever won the second Exchange got the initiative in the next round.
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Well, this is the basic system. I left out the rules for one-against-many, for comprehension's sake.
And I left out the boatload of fencing maneuvers I took from BotIT, like Feint, Beat, Counter, Shield Bash, Overpass, etc, but this is already long enough...