Warrior 3.0

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Proposed new version of Warrior aimed at addressing the issues below.

The core skill changes in this version are now approved changes. The Warrior Special Abilities are in Play Test, GMs & players are requested to try using this new version and give feedback.

This version is expected to change as it is tweaked for balance and to fix the bits that are never going to fly.


Issues with Warrior

  1. Defence depending on opponents weapon - nice idea, a pain at run time. Varying your defence depending on what the opponent is using just slows down combat which detracts from the overall fun.
  2. The Warrior Weapon Rank dependency tree - again nice idea, too complicated, confuses some people. Leads to mistakes in ranking or it just being ignored.
  3. Defence Bonus (2/rk) is greater than Attack Bonus (1/Rk) - more Def than SC makes combats take longer, more frustrating misses for players and GMs. More SC over Def makes for faster, bloodier combats.
  4. The half-attempt to include 'chivalrous combat' is a pain - if my opponent is stunned, turns their back, etc. then I need to take my Warrior bonuses to IV, SC, Dam,... off again. Changing and recalculating numbers mid-combat just slows things down. And it is not common sense.
  5. It's just a bunch of numbers, not much pizazz. This one doesn't bother me so much as combat is all about the numbers, but some extra pizazz is always nice.

New Version

Approved June 2012 8:0:0.

Warriors train in advanced combat and weapon techniques, and practice the art of melee combat until it becomes a series of finely honed instincts. They practise on all terrains with all types of weapons against different configurations and tactics, so that they may always respond optimally without the need for thought.

Warriors usually join and train within one Warrior Guild (or school), most guilds are exclusive and will not train those of other guilds, many have strong ethical codes such as Chivalry and training is often only available after indoctrination in the code.

49.1 Restrictions

A Warrior may never train in the Warrior skill without a training partner of at least equal Warrior rank.

Assassin teaches a method of fighting that does not stack with Warrior. The benefits of Warrior OR Assassin (not both) may be applied to any specific attack or defence.

A Warrior must have at least 3 weapons at rank 4 or higher including 1 melee rated weapon and 1 close rated weapon.

A warrior requires various minimum weapons skills per Rank. Before being able to achieve any new Rank in the warrior skill, a Warrior must achieve the Ranks summarised in the attached table.

Warrior
Rank
Number of
Categories
Min.
Rank
No. Weapons
≥ Rank 4
No. Weapons
≥ Rank 5
No. Weapons
≥ Rank 6
No. Weapons
≥ Rank 7
0 4 0 1
1 4 1 1
2 7 1 1
3 4 2 2
4 7 2 2
5 4 3 1
6 7 3 2
7 4 4 1
8 7 4 2
9 4 5 3
10 7 5 4

49.2 Benefits

A Warrior gains a bonus to defence in melee and close combat of 2% (+2% per rank).

When using ranked melee or close rated weapons, or weapons from a category where they have a higher ranked weapon, a Warrior:

  • gains +1 Engaged IV per rank (no benefit at rank 0).
  • gains +2% (+2% per rank) to Strike Chance.
  • gains +1 damage at ranks 5 & 10.
  • gains +1 effective weapon rank for the Parry Calculation at ranks 4 & 8.

For categories where the Warrior has a ranked weapon, they:

  • may use any weapon from the category at half the Rank of their maximum Ranked weapon in that category or at half their warrior Rank, whichever is lower.
  • may Rank weapons in the category without a tutor for an additional 10% EP cost.
  • is treated as a merchant of their warrior Rank when attempting to buy or value non-magical weapons, with which they have ranks. If they have a passing familiarity with the weapon (i.e. has Ranks in the same category but not the actual weapon) they will act as a merchant of half their warrior Rank.

49.3 Weapon Categories

Note: These definitions only apply to the warrior skill, not combat in general.

1. Shortswords
  • Dagger
  • Main Gauche
  • Shortsword
  • Sai

2. Single Edged

  • Tulwar
  • Falchion
  • Scimitar
  • Sabre

3. Double Edged

  • Hand & a half
  • Two-Handed Sword
  • Claymore
  • Broadsword
4. A Class Swords
  • Rapier
  • Estoc

5. Oriental Swords

  • Katana/Wakizashi
  • O-Dachi
  • Ninjato

6. Axes

  • Hand Axe
  • Battle Axe
  • Great Axe
7. Blunt
  • War Club
  • Mace
  • War Hammer
  • War Pick
  • Mattock

8. Entangling / Chain

  • Flail
  • Morningstar
  • Bola
  • Net
  • Manriki Kusari
  • Nunchaku

9. A Class Pole

  • Javelin
  • Spear
  • Pike
  • Lance
  • Trident
10. B Class Pole
  • Halberd
  • Poleaxe
  • Glaive
  • Quarterstaff

11. Unarmed

  • Unarmed
  • Cestus

12. Shield

  • Tower
  • Kite
  • Large Round
  • Small Round
  • Buckler


Proposed Special Abilities

In Playtest

49.2 Benefits

...

A Rank 5 Warrior may start to acquire Warrior Special Abilities. While some abilities are general combat abilities and only need to be learned once, most are weapon specific and must be learned once per weapon. A warrior gains one special ability at ranks 5, 6, & 7, two at ranks 8, 9, & 10.

Additional special abilities may be gained without increasing in rank by the expenditure of 10,000 Experience Points and 8 weeks of training per ability. These costs are discounted by 25% if the warrior has reached rank 8, or by 50% if they have reached rank 10.

49.4 Warrior Special Abilities

  • Close-Evasion (General) - may Evade while in close combat. Standard defence bonuses for evasion and potential Parry.
  • Close-Withdraw (General) - may add their Warrior Rank to their Strength for the purposes of Withdraw from Close.
  • Pre-Engage (General) - may choose to act on their Engaged IV provided they are within half Warrior rank hexes of an engagement and they are joining the engagement as their action.
  • Two Step (Weapon) - may move an additional 1 TMR before executing a Melee Attack, Special Attack, or Charge.
  • Advanced Multi-Hex (Weapon) - advanced training in striking multiple opponents. Reduces Multi-Hex Strike SC% penalty by 2% per rank.
  • Double-Hex Strike (Weapon) - May make a Special Attack (as per Multi-Hex Strike) against 2 adjacent opponents with a 1-handed B or C Class weapon. May be combined with Advanced Multi-Hex to reduce the SC penalty.
  • Multi-Hex Bash (Weapon) - May make a Special Attack (as per Multi-Hex Strike) with a 2-handed C Class weapon. May be combined with Advanced Multi-Hex to reduce the SC penalty.
  • Draw and Strike (Weapon) - may combine a Prepare Weapon Pass Action and Melee Attack as a Special Attack.
  • Off-hand (Weapon) - special training in using the weapon in either hand, treated as ambidextrous when using this weapon.
  • Overstrike (Weapon) - may apply damage bonuses for both skill and strength as a Special Attack.
  • Repulse (Weapon) - add 2 to effective weapon rank when attempting to repulse a closing figure.
  • Advanced Disarm (Weapon) - advanced training in disarming opponents. Reduces Disarm SC% penalty by 2% per rank. In addition if the Disarm attempt is an EN hit then the chance of retaining the weapon is halved, on a SpecGrev the target may not attempt to retain the weapon.
  • Strong Guard (Weapon) - add 2 to effective weapon rank when defending against a Parry/Riposte. And may add 2% per Warrior Rank to chance of resisting a Disarm.
  • True Riposte (Weapon) - may add 1 per 2 full ranks in Warrior to the Parry/Riposte Calculation when evading.
  • Shield Block Shield an adjacent figure as a free action. Loose all defence from their shield and contribute half of it to an adjacent target for the remainder of the pulse.

Quasi-Magical Warrior Abilities

These abilities cost Fatigue to use (exertion/tiredness FT, not damage). They may only be performed if the FT cost can be paid.

  • Fortitude Costs 2 FT, must be declared at the start of the pulse. Adds Warrior Rank to the amount of damage required to be Stunned and 2% per rank bonus to fear checks for the remainder of the pulse.
  • Unstoppable Costs 2 FT. May re-roll a failed Consciousness or Stun Recovery check. Or, may make a 1xWP check each pulse to stay conscious when between 0 and -rank Endurance.
  • Quick Stand Costs 2 FT. May leap to their feet from a Prone position as a free action.
  • Solid Strike (Weapon) Costs 1 FT per damage D10 rolled, must be declared before making the attack roll. Any roll of less than half Warrior rank is increased to half Warrior rank. I.e. A damage dice roll of 2 by a rank 7 Warrior becomes 4.
  • Lightning Strike (Weapon) Costs 1 FT, must be declared at the start of the pulse. May add twice Warrior Rank to engaged initiative for a pulse.
  • Full Defence (Weapon) Costs 1 FT, must be declared at the start of the pulse. Add Warrior rank to defence, or twice Warrior rank when evading.

Campaign

On Alusia, most Warrior Guilds/Schools will not teach Assassins, nor Warriors of other guilds/schools.

With GM permission, a guild member may choose to do their Warrior training exclusively with another guild/school, depending on the guild/school they may not have access to all of the same abilities as those that train with the S.A.G.

Following are warrior guilds and schools that are well known on Alusia and are likely to be available to player characters.

The Seagate Guild

The Warrior Trainers at the guild have been recruited for the skills they can teach and their flexible ethical codes. They can and will train any guild member in good standing in the abilities listed in the rules regardless of the guild member's personal ethics.

Sword of Michael

The first line of offence against evil!

Exclusivity
Will sometimes accept warriors from other P.O.L. schools, but will only accept those from other schools in exceptional circumstances. Transfers to other P.O.L. schools are discouraged, joining any other school is considered a capitol crime.
Requirements
Must be a follower of Michael.
Must have rank 4+ with a weapon in Weapon Category 3. Double Edged
Special Abilities
Not Available: ...; Non-standard Abilities Available: ...

Shield of Raphael

The first line of defence against evil!

Exclusivity
Will sometimes accept warriors from other P.O.L. schools, but will only accept those from other schools in exceptional circumstances. Transfers to other P.O.L. schools are discouraged, joining any other school is considered a capitol crime.
Requirements
Must be a follower of Raphael.
Must have rank 4+ Shield
Special Abilities
Not Available: ...; Non-standard Abilities Available: ...

Judgement of Uriel

The right hand of justice.

Exclusivity
Will sometimes accept warriors from other P.O.L. schools, but will only accept those from other schools in exceptional circumstances. Transfers to other P.O.L. schools are discouraged, joining any other school is considered a capitol crime.
Requirements
Must be a follower of Uriel.
Must have rank 4+ weapons in the Weapon Categories: 7. Blunt, 11. Unarmed, and one of Swords Categories (1-5)
Special Abilities
Not Available: ...; Non-standard Abilities Available: ...

Character Conversion

All existing Warriors will maintain their current rank.

Rank 5+ Warriors will immediately gain Warrior Special Abilities based on their rank at no cost in time or experience:

Rank Free Abilities
0-4 None
5 1
6 2
7 3
8 5
9 7
10 9