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Once you have learned the basic jist of how to post during battle, there are things you can also assign your standard actions to for a more strategic style of play.
When someone attacks you, its either hit or miss, and when they miss, it's considered a free "dodge". Here are some ways you can help yourself out when you're in those final pinches of battle or you are at a disadvantage, while sacrificing and attack or movement action. (you can choose to block for both actions or dodge for both, and is considered "full round defense".)
Special tactic no.1 "Dodging"
| QUOTE | Stating you save an action for "dodging" Rather than rely on your own speed you can actually focus on dodging. This means you devote your attention and all your skill to that extra boost of speed or last second roll. By doing this you increase your chance of escaping your enemy's attack. Mod: 25% increase in dodge chance. Example Accuraccy/Evasion/2=> 100Acc/50Eva/2 = 90% chance of hitting
It really turns out to be 1 or 100% chance to hit, but because our system allows a maximum of 90% heres what happens. Instead of being 1-90 out of 100 is a hit, 25% gets added so it's really more like 1-75 is a hit. After all you're giving up an action for it so it better be worth it! |
Special Tactic No.2 Blocking (Parrying)
If you wish not to evade, but feel ballsey or want to take advantage of a certain feat, you can state you will "block" an attack instead of dodging. By doing so you can use your Taijutsu stat instead of evasion. There are two ways you can do this.
Close quarters Melee Block
| QUOTE | In close quarters you can choose to block an attack by using your taijutsu skills to stop the opponent's weapon and pushing them back. If you successfully perform a block, it will decrease the opponent's dodge ability on your next attack if it's a melee attack.
Here's an example. Two nin, with 50 in all stats are fighting. Nin A reserves his first action for a "block" and blocks Nin B's attack successfully, with his next action being a melee attack with a medium weapon.
Here's the math to help. 50tai/50Acc/2 = 0.5 (or 50% chance) So roll 1-100 and anything from 1-50 is a block. so lets say he rolled a 38. It's a block!
Now the second part of the block, is whether you are able to throw your opponent's force against him and throw him off balance. There's a 50% chance of doing that! So split the success margin in half, the first half being the shove. (In our case that's 1-25, so with a roll of 38, all he managed to do was reroute the attack and keep it from hitting him.)
If he had rolled something in that first half of the success margin, then he would have knocked his opponent off balance. His opponent suffers a -20% chance of evading it due to being thrown off balance. If the blocker decides to throw a weapon after his block action, then the penalty is reduced to 10% drop in dodge due to the range at which the weapon is thrown. This is useful if you're at a speed disadvantage! |
Ranged missle Block AKA: Muda-da!
| QUOTE | | Blocking ranged missles really doesn't help you any because there's nothing advantageous to either blocking or rolling away from them. So thus when modding the fight, the mod will use their artistic discretion. Don't waste your dodge on projectiles!! |
Other than that, if you have any other ideas feel free to suggest or they will be dealt with on a "as it happens" basis!
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