7th Sea Campaign

Chat logs and other postings related to the 7th Sea Roleplaying Campaign.

Sunday, July 23, 2006

Combat with Flair!


Since some of you expressed an interest in adding extra excitement to your characters combat actions, let me refer you to just a sampling of rules that might fit your style. By no means are these rules options an exhaustive list.

The Panache rules, found under "Other Rules" in the Swashbuckling Adventures book, is the most direct way to add that extra something to your combat actions. In general, by accepting a penalty, you may gain a bonus on the result. By itself, this hardly seems worth the risk of failure; so why would anyone willingly choose to fight with Panache? The answer lies in the reward of "Panache Points" that are the result of the actions. By accumlating these points, you can spend them later on temporary feats, bonuses to Charisma checks or Reflex saves, or even as a morale bonus for allies. But beware, the rewarded points are affected by what it is your are fighting and how many witnesses there are. Read the Panache rules for more information.

You have already seen the Called Shots in action, and know the benefits of the Bind option. Also, refer to the new Dramatic Critical rules, which allow for greater risk taking in combat. If you are good at bluffing, then you are good at Feinting in Combat: catch your opponent off balance to eliminate his Dexterity bonus. Don't bother using this against an armor-clad Eisen or large Vesten berserker; but the next time you face a graceful Aldana swordsman, consider feinting to get a leg up on the competition.

Also, look into the various uses of the Tumble skill. Aside from those listed in the Players Handbook (not yet added to the Fantasy Grounds client), read up the new uses of the skill, such as "Wall Jump", "Flip Up" and "Chandelier Swing", all of which help your character move through the area, forcing your opponent to do things he or she may not be skilled at to keep up.

And of course, look at your Feats for more ideas. A list of Feats are likely unique to you and you alone. It makes your character special and unlike anyone else, and a few successful uses will make for a memorable scene.

Hopefully that will get you thinking about new ways to fight - or flee, as the case may be.

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