![]() And having all your health levels filled with bashing is itself a rather serious situation as it means being beaten into unconsciousness. There are also things in place about how most people, like you know how it works irl, don't fight to the death. Most melee that doesn't involve bare fists does lethal in 2e and lethal is well.lethal. It'll be more satisfying for PCs to hit back their opponent against 0 defense. Now, all the advice above applies to pretty much mortal only games, but then, Vampires, Mages, and Werewolves are going to have very effective powers both in and out of combat to really bring the hurt so they take the above suggestions up to 11.Īlso, don't be afraid to have NPCs use All-Out Attack also. ![]() Timmy the Crack Addict won't get to apply his defense to a Remington 870 that's gonna deal anywhere between 4-8 Lethal damage a shot, and he's gonna go down quick. It's the most effective way to murder a non-supernatural splat. But best to remember that most ordinary mortals (who usually have 7 Health) won't take an axe to the chest and continue to fight. To be fair, this is an optional rule, so your mileage may vary for this one, and for violent Chronicles may not be a wise rule choice. If they take ANY amount of Lethal, they give up. This leads into īeaten Down Tilt: If an opponent takes more Bashing Damage than their Stamina, they give up. If you're using a an axe or sword, and get 2-3 successes, Joe the Thug is gonna be worse for wear, with 4-5 of his health track filled with Lethal. If you use this maneuver, chances are the person you're hitting is going to get a good wallop, especially if you both have a similar skills (6 attack, 5 defense), will mean that you will be rolling 6 dice to hit. There are definitely a few ways to make combat more deadly in CofD, depending on the splat you're using and whether a specific PC or NPC is using Firearms, Weaponry, or Brawl.Īll-Out Attack + Willpower: By spending a point of Willpower and using an All-Out Attack, you'll get an extra 5 dice for your Weaponry or Brawl attack. I told my players we were making a few changes on the fly to speed things up and that I would come back for the next session with a comprehensive plan to handle defense. I would appreciate any insight into whether I’m planning the session poorly, misreading the rules, or melee combat is just very slow for any character with athletics. For reference, I only had 4 combat enemies over the course of 6.5 hours of play, which doesn’t sound to me like I’m packing D&D encounters into the wrong system. Do I just need to be much more generous with assigning high damage values to weapons? I understand there are rules for down and dirty combat, but I don’t think you should have to use that severe of a workaround just to make combat tolerable. ![]() Is that the general consensus? I’ve seen a few posts that talk about how weapons applying straight damage makes hits rare but consequences high. It seems like the game is balanced so firearms are devastating and melee is basically futile. I found myself declaring enemies dead after taking full bashing damage regardless of lethal and later just cutting defense in half to speed up combat. That seems extremely low for a game system that talks a lot about the lethality of combat. ![]() 3 str 3 weaponry vs 3 dex 2 athletics), the attacker only had a 30% chance to hit. If two relatively equal characters are fighting (e.g. I’m usually slow to overreact, but I started running a chronicle last weekend and found defense extremely overtuned. ![]()
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