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Modiphius > Mutant: Year Zero (Free League Publishing)

Adding a defence skill

posted Jun 22, 2015 18:24:44 by Michael Lewis
I'm thinking of adding defence to combat which only uses a maneuver instead of a turn.
What do you think?
I thought it might make combat a little less lethal and add some tactics to the game. Like having some weapons better for carrying, some worse, only allowing defense against one opponent, none for attacks from behind. A penalty for flanking.

What do you think?
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6 replies
St├ęphaneIdczak said Jun 24, 2015 06:38:08
I think that the rules are simple and great as they are.
Combats are deadly and short.
With extra succes you have many tactics choices.
For example, increasing your Initiave can make you fighting twice your opponents if you now have a better initiative score.
This is mortal when you are surrounded by many opponents.
DerekHand said Jun 24, 2015 11:03:04
I think adding a new rules, and especially a new roll, to an existing system is generally something to be avoided. Unless it's a very small house rule used to streamline things for your group and their style of play.

That being said, since I haven't run the game yet I don't know how lethal it is. I am the kind of person who is loathe to change a game, relying on the idea that it's the way it is for a very good reason.
Michael Lewis said Jun 24, 2015 14:44:13
Well, armor is pretty much the same as a defense roll.
St├ęphaneIdczak said Jun 25, 2015 07:20:31
And you can use Move skill while trying to flee.
MicheleGarbuggio said Nov 04, 2016 09:35:35
I'm using a similar rule. Right now defending in melee is practically mandatory, since if you lose initiative and get hit you are already at a great disadvantage, because your counterattack will be weaker. Defending and gaining initiative with stunts is the only way to turn the tides, but it's very hard to achieve.
Also, I was quite astonished by the fact that Agility doesn't provide any defensive benefit apart from winning the initiative and running away...

So, before the attack roll and before deciding to defend with Fighting, I'm letting players to sacrifice their next maneuver and roll Agility. Every success cancels one opponent's success.
This lets players with high enough Agility to forego defending, using a "minor defense" with lower dice pool but that only costs a maneuver.
This doesn't apply to Shoot attacks, since you can't dodge bullets ;)

MonsterZero said Nov 11, 2016 15:04:38
Another way to go would be to make all close combat attacks contested rolls. One thing to be careful with, and this goes for anytime you alter the rules that increase die rolls, is wether or not to let the rolls be pushed. If you do, keep in mind that this will increase gear degradation and speed up how many Mutation Points are earned.
"And what rough beast,
It's hour come round at last,
Slouches towards Bethlehem to be born? "
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