top of page

A closer look at the Dynamic Roleplaying System: Advanced and Elite skills

Yesterday we posted an introduction to the combat system for the Dynamic Roleplaying System, for today’s post we are going to expand on what we previously discussed and introduce you to advanced and elite skills.

Advanced Skills

Advanced skills are more powerful than normal skills and normally allow the character to perform two actions at the same time.

For example a player who uses the counter attack skill which allows him to dodge and attack in one motion, just as riposte would allow the player to parry and strike at a target.

Some of the advanced skills allow the player to target the opponents weaknesses by either making them fall over, disarming them as they attack and even moving them off balance.

Counter Disarm

Required Abilities: STR

You are able to disarm a foe by sidestepping an incoming blow.

A player that attains rank 5 in disarm may learn counter disarm. Counter disarm allows the player to make a dodge and disarm attempt in one action using the counter disarm skill roll to determine the success of the disarm and dodge attempt.

Players that master the counter disarm skill may use counter disarm once a combat turn as a free action

Strike from Shadows

Required Abilities: DEX

You strike the target from the shadows catching them off guard and dealing critical damage.

A character that reaches rank 5 in hide can learn how to strike a target from hiding. If the character is undetected they can make an attack on the target ignoring their dexterity bonus to their defence score. If the attack score is higher than the targets defence score, the player can immediately make a random roll on the critical hit table, should the attack not beat the defence score then the attack is resolved as normal.

Players that master the strike from shadows skill receive a +20 competency bonus on all strike from shadows skill checks.

Pommel Strike

Required Abilities: STR

You strike out quickly the pommel or shaft of your weapon catching them unaware.

At rank 3 of the melee skill the player can learn the pommel strike skill. This skill allows the player to strike the opponent with the pommel or shaft of the weapon. If the skill is successful the target receives a -5% penalty to any reactions they wish to take plus an additional -5% for every additional level of success to a maximum of -30%

However damage dealt from a pommel strike is always halved.

Players that master the pommel strike skill may use pommel strike once a combat as a free action

The above examples outline the characters ability to learn ways to put their opponents at a serious disadvantage or to seriously injure them.

Elite Skills

Once a player reaches the appropriate rank in the advanced skill they can choose to learn an elite skill. Unlike advanced skills, elite skills can allow the characters to perform up to three actions at the same time

Some examples of an elite skill could be.

Counter Attack Hamstring

Required Abilities: STR

You are able to dodge an opponent’s attack, cutting their hamstring at the same time.

A player that attains rank 5 in disarm may learn counter attack hamstring. This skill allows the player to make a dodge and hamstring attempt in one action using the skill roll to determine the success of the hamstring and dodge attempt.

Players that master the counter attack hamstring skill may use counter hamstring once a combat turn as a free action

Knock-Out Blow

Required Abilities: STR

You are able to incapacitate your target in one blow.

A player that attains rank 5 in staggering blow may learn the knock-out blow skill. This skill allows the player to make a single powerful attack against the character that if successful has the potential to immediately knock the target out. The target can resist the effects of the skill with a successful CON check

Players that master the knock-out blow skill may use knock-out blow once a combat turn as a free action

Precise Charging Attack

Required Abilities: QUICK

You are able to run towards your foe and hit them with your sword in one motion potentially killing them instantly.

Once a character reaches rank 5 in their run skill they may learn the running attack skill. Players who use the charging attack skill can move up to their QUICK in feet and make and an attack use the charging attack skill to determine the success of the attack. Should the attack beat the targets defence score the attacker automatically inflicts a random critical hit.

Players that master the charging attack skill may use charging attack once a combat as a free action.

These are just a few examples of the skills that the players may learn as they progress through their skill trees.

Critical Hits

During the game a critical hit can occur at any time where the player rolls a natural 01-05 on their D100 when performing a skill. The effect the critical has depends on the type of skill being used.

  • None Combat Skills: Should a player critically succeed when performing a skill he automatically succeeds in the action and there overall success in considered to be one higher.

  • Passive Combat Skills: When a player critically hits with a passive combat skill they automatically succeeds in the action and there overall success in considered to be one higher.

  • Offensive Combat Skills: Should a player critical with an offensive skill they automatically bypass the targets armour and inflicts a critical blow.

Critical Blows

A critical blow is rolled when the player rolls either a critical hit or uses a skill that allows the character to target an attack.

When the critical blow is confirmed the character rolls on the critical injury table and the target receives the appropriate damage.

A target hit by a critical blow has the potential to be immediately killed regardless of their experience or hit points.

We will finish out look at the combat system tomorrow with a look at how all these components come together when the players find themselves in a combat.

As with all the posts this week these announcements are merely to demonstrate the mechanics we are looking to incorporate into the finished system and to collect feedback for when we move onto the next stage of the games development.

The Dynamic Roleplaying System and the Chronicles of Ollundra are under copyright © Composite Gmaes Limited 2014


bottom of page