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7/17/2025, 4:52:43 AM
>>96109020
You may want to look into Spellbound Kingdoms.
>Here's an overview of combat:
>1. There is no initiative. Players and GM choose actions simultaneously. A player's choice of actions is limited by his character's current maneuver. Some styles don't teach you how to follow a lunge with a parry, for example.
>2. Players and GM reveal actions simultaneously.
>3. Resolve all actions simultaneously. Each maneuver on the combat style sheet lists an attack die (on the left) and a defense die (on the right). Roll the attack die against your target. Roll the defense die against anyone attacking you. On a hit, the default damage is I Body. That can change, so know your maneuvers and weapons.
>More information follows, but that’s the basic idea. In other words: “Watch what your opponent is doing and guess what he’s going to do next. Then pick yourmaneuver, reveal it, and resolve it.”
You may want to look into Spellbound Kingdoms.
>Here's an overview of combat:
>1. There is no initiative. Players and GM choose actions simultaneously. A player's choice of actions is limited by his character's current maneuver. Some styles don't teach you how to follow a lunge with a parry, for example.
>2. Players and GM reveal actions simultaneously.
>3. Resolve all actions simultaneously. Each maneuver on the combat style sheet lists an attack die (on the left) and a defense die (on the right). Roll the attack die against your target. Roll the defense die against anyone attacking you. On a hit, the default damage is I Body. That can change, so know your maneuvers and weapons.
>More information follows, but that’s the basic idea. In other words: “Watch what your opponent is doing and guess what he’s going to do next. Then pick yourmaneuver, reveal it, and resolve it.”
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