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Renaissance combat - house rule.


Jeff Mindlin

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So here’s my house rule for combat. I’m sorry to say that over several campaigns of C&C and and Dark Streets it became clear to me that combat was a bit …clunky and …dare I say..boring. The grittiness of it seems at odds with the bleak, death-rich but darkly humorous fantasy of the setting. 
My solution is that at the start (and only at the start) of combat one hero point can be traded for two combat points. These can be used to 1) add 50% to an attack roll 2) make a normal hit do maximum damage 3) do something cinematic (swing from ceiling beams, shoot gun out of hand, kick over crates to stop persuit etc) this will still require a roll depending on difficulty. Usually the roll will determine the degree of success rather than succeed/fail. Combat points can be donated to another character at any time in combat. 
After combat any remaining points can be traded back into hero points on a 2 for 1 basis. Different character can contribute one point each but only one gets the resulting hero point. 
hero points retain all their normal uses as well. 

Any thoughts? 

Edited by Jeff Mindlin
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Thanks Butters, let me know what you think, or if you have  another idea. I had been thinking it for a while, and you are right it applies to all d100 cthulhu/brp type systems. Then my players confirmed that they found the combat the least intetresting part of the game and a bit of a chore, despite my efforts to be energetic and make exciting descriptions etc. They said they felt combat got bogged down in the middle and that dodging and a lack of intersting options you may get in other fantasy games make it seem slooowww. 

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Couple of ideas to float - 

Make all combat roles opposed, speeds things up a bit.

Have a look at the 'Swashbuckling' skill from Pirates and Dragons and especially the use of Doubloons (read Hero Points) which can be fun especially if you upgrade the number of 'Black Spot' Doubloons.

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