Thursday, March 1, 2012

Melee for Metalheads Part 2: How to Kick All the Ass

Continuing my presentation of melee house rules for the players who don't want to read long, rambling posts. I don't know if this is any better. 

Dude, remember those slavering monsters that want to eat your lungs? Well, you just walked up to within lung-eating range. But that also means they're within ass-kicking range, right? Now, how are you gonna do it?

How to Be a Badass in Melee

First, remember that all dice hate you, and you must never ever trust them. You don't want to play the odds, because you aren't here to amuse a crowd of spectators and attract advertising revenue. You are here to get the other guy dead and find some damn treasure. So you want to fight dirty.

Make up stunts and change the battlefield and take advantage of anything that makes a lick of sense. When you have a clear advantage, like jumping on the monster's head from on top of some demon idol or whatever, that's worth a good +2 AP bonus. When you are completely batshit with awesome, like being fucking invisible or something, that's worth +4 AP.

Gang up on the monsters. When and your buddy are both beating on the same monster, you get a +1 bonus to AP. When you and your buddy are on opposite sides of the monster, you get another +1 bonus for outflanking it.

Do other stuff besides just beat on it for damage. You can try to disarm, stun, knockdown, or push a monster, or you can even try to break through the enemy line if you are made of solid badass.  You'll still roll your attack like usual, but if you hit, the monster can submit to your dirty trick or can absorb damage instead - a win-win for you. If you get a natural 20, call it out! Then the monster doesn't get to choose, it has to be affected by whatever you were trying to do. But hey, you have to say what you're trying to do before you make your roll, so no whining if you get that beautiful 20 and failed to say you wanted to kick that thing down that deep dark pit you've been fighting next to.

Defend yourself. Instead of trying to hurt the other guy, just concentrate on staying alive. You don't make any attacks, but you get +2 AC instead.

But wait! I'm a totally awesome fighter!

Well why didn't you say so? You're even better at this!

If you defend, you get a whole 'nother +2 AC bonus that you use to defend one of your buddies. But one dude can only be defended by a single fighter - so like if Ash and Nylian both wanted to defend Bill, only one of them could. Make sense?

Charge! If you can run in a straight line for 40 feet, you get +2 AP and +1d6 damage. This is why crazy people fight naked and why rich people ride horses, but if you run on foot for two rounds without getting interrupted, you could make it work.

If you have a spear and monsters are charging at you or pouncing on you or something, you actually get a First Strike with +1d6 damage because spears are awesome!

If you are a real BAMF like Ash, you can try the Ash Smash (a.k.a. the Massive Attack for trip-hop fans). You take a -5 AP penalty, but if you still hurt the monster, you roll your 2 or 3 damage dice and instead of taking the best one, you add 'em all up!

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