I'd like to share for now, it just adds some more Tasks that give you more choice when being attacked in Melee or Ranged combat. My long-term goal is the remove the Damage Dice and have instead static damage, like in Star Wars FFG RPG or get rid of damage tracking overall, and also to remove the need for Combat Momentum Spends by implementing them into the Tasks directly. I have not playtest all of this, as life is kinda busy and don't have time to GM atm.
When engaged in a Melee Attack, the character can choose instead of attacking to defend. The character performs a Fitness + Security Task with a Difficulty of 0 in an opposed Task to the standard Daring + Security Task Difficulty of 1. This way the defending character has an advantage over the attacking character, but if the Defending character wins the opposed Task, no damage is done to the Attacking character.
Disarming an opponent can as well be a Task(in addition to being a Combat Momentum Spend) by performing a Control + Security Task with a Difficulty of 2. If successful, the target is disarmed of the weapon and it falls on the ground within reach. This is not an opposed Task. A character can pick up a weapon within reach as a Minor Action, or pay 2 Immediate Momentum to pick it up as part of an Opposed Melee Task (even if defending).
When a Character chooses to shoot at another character with a ranged attack and if the target is aware of the attack, the target can pay 2 Immediate Momentum in order to perform a Task simultaneously to being shot at. The character can Shoot Back (Control + Security Difficulty 2, if successful do standard damage and if both characters are successful both characters take damage) or Take Cover (Fitness + Security Difficulty 2, if successful the character has taken cover nearby and gains the appropriate amount of Cover Dice based on the type of cover for instance 2CD for Light Cover and 4CD for Heavy Cover)
What do you all think, ideas, questions?
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