Mighty Deeds: Defensive Maneuvers Hack

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Vanguard
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Mighty Deeds: Defensive Maneuvers Hack

Post by Vanguard » Wed Jul 17, 2019 3:31 am

For my next campaign, I'm thinking of modifying how Mighty Deeds work when using them defensively. The idea would be that the Warrior declares they are taking a Defensive stance during their turn and then, when an enemy takes their action, they can declare their deed. Additionally, they can intervene in a similar way out of initiative order to take make a Defensive Deed (similar to spell duels).

Rather than rolling against AC, the Warrior rolls against their opponents attack roll. Examples below:

Parry: can only be used when they are the primary target. The warrior blocks incoming attacks

Protect: used to shield other characters from harm. Margin of success determines how much is absorbed.

Thoughts?
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GnomeBoy
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Re: Mighty Deeds: Defensive Maneuvers Hack

Post by GnomeBoy » Wed Jul 17, 2019 10:34 am

I go simpler than that even and don't use the "proscribed" Deeds from the book.

Want to better defend yourself? Your Deed adds to you AC for a round (I've done this as the total of the Deed Die, i.e. 3+).

Want to defend an ally? Your Deed adds it's number (as above) to someone else's AC, and you can subtract from your own AC to add more if you want to... If more than one ally is being defended, the Warrior can divide their "AC bonus" between those allies.
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bygrinstow.com

Kuruz, Mendicant, N • AC 8, 4 hp • R-1, F0, W0 • S9 A8 S9 P11 I16 L8
Zend, Grave Digger, L • AC 9, 3 hp • R-1, F0, W1 • S14 A6 S9 P13 I13 L6
Mercer, Outlaw, N • AC 12, 2 hp • R0, F-1, W1 • S7 A9 S6 P13 I8 L13
Dejah, Ropemaker, C • AC 10, 2 hp • R0, F1, W-1 • S8 A12 S15 P7 I11 L7

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Re: Mighty Deeds: Defensive Maneuvers Hack

Post by Raven_Crowking » Wed Jul 17, 2019 12:58 pm

Defending yourself always works; Deed Die adds to AC until your next turn, but doesn't modify attacks or damage.

Deed to defend another results in Deed Die -2 to AC, but Deed Die adds to attack rolls and damage as normal.

Deed to allow another to disengage without suffering a free attack is a normal Deed. For a tough opponent, or one with reach, lower successes might modify the die used for the attack.
SoBH pbp:

Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.

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Marzio Muscedere
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Re: Mighty Deeds: Defensive Maneuvers Hack

Post by Marzio Muscedere » Wed Jul 17, 2019 6:07 pm

You can find the Defensive Fighting Deed in Steel & Fury https://www.drivethrurpg.com/product/14 ... d-Fury-DCC

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Re: Mighty Deeds: Defensive Maneuvers Hack

Post by GnomeBoy » Wed Jul 17, 2019 8:27 pm

Raven_Crowking wrote:Deed to allow another to disengage without suffering a free attack is a normal Deed. For a tough opponent, or one with reach, lower successes might modify the die used for the attack.
Excellent variant. Haven't had a player try that one yet, but I'll try to remember to throw it out there...
Gnome Boy • DCC playtester @ DDC 35 Feb '11. • Beta DL 2111, 7AM PT, 8 June 11.
Playing RPGs since '77 • Quasi-occasional member of the Legion of 8th-Level Fighters.

Link: Here Be 100+ DCC Monsters

bygrinstow.com

Kuruz, Mendicant, N • AC 8, 4 hp • R-1, F0, W0 • S9 A8 S9 P11 I16 L8
Zend, Grave Digger, L • AC 9, 3 hp • R-1, F0, W1 • S14 A6 S9 P13 I13 L6
Mercer, Outlaw, N • AC 12, 2 hp • R0, F-1, W1 • S7 A9 S6 P13 I8 L13
Dejah, Ropemaker, C • AC 10, 2 hp • R0, F1, W-1 • S8 A12 S15 P7 I11 L7

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Raven_Crowking
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Re: Mighty Deeds: Defensive Maneuvers Hack

Post by Raven_Crowking » Thu Jul 18, 2019 3:33 am

GnomeBoy wrote:
Raven_Crowking wrote:Deed to allow another to disengage without suffering a free attack is a normal Deed. For a tough opponent, or one with reach, lower successes might modify the die used for the attack.
Excellent variant. Haven't had a player try that one yet, but I'll try to remember to throw it out there...
It came up when I ran Death Frost Doom the first time.
SoBH pbp:

Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.

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herecomethejudge
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Re: Mighty Deeds: Defensive Maneuvers Hack

Post by herecomethejudge » Sun Jul 21, 2019 6:01 am

Marzio Muscedere wrote:You can find the Defensive Fighting Deed in Steel & Fury https://www.drivethrurpg.com/product/14 ... d-Fury-DCC
I highly recommend Steel and Fury. We use it 99% of the time, just as a standard part of play.

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Marzio Muscedere
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Re: Mighty Deeds: Defensive Maneuvers Hack

Post by Marzio Muscedere » Sun Jul 21, 2019 7:15 pm

herecomethejudge wrote:
Marzio Muscedere wrote:You can find the Defensive Fighting Deed in Steel & Fury https://www.drivethrurpg.com/product/14 ... d-Fury-DCC
I highly recommend Steel and Fury. We use it 99% of the time, just as a standard part of play.
Thanks! I am glad your group enjoys the book...

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Re: Mighty Deeds: Defensive Maneuvers Hack

Post by herecomethejudge » Thu Aug 01, 2019 7:15 am

Marzio Muscedere wrote:
herecomethejudge wrote:
Marzio Muscedere wrote:You can find the Defensive Fighting Deed in Steel & Fury https://www.drivethrurpg.com/product/14 ... d-Fury-DCC
I highly recommend Steel and Fury. We use it 99% of the time, just as a standard part of play.
Thanks! I am glad your group enjoys the book...
Definitely. If I could glue it into Chapter 4 of the Core Rules, just like the spell tables in Chapter 5, I would.

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