Ok, I went a little haywire (I was on a roll
with some new skills, but here are some new skills I think would help out, they are kind of like spells I suppose, but without all the headache of developing spell lists. They don't use PP but the risk of failure can be quite high if you try crazy maneuvers. Here's what I came up with, this also incorporates some ideas that are floating around on Discord about being able to improve your initiative rolls.
New Skills
Note each weapon must have combat enhancement developed seperately.
Combat enhancement (MM): Speed (QU - MM Armor penalties)
This skill can used in one of 3 ways
Decrease load time for missile weapons. Load time percentage is decreased and a roll is made based on the following difficulty:
1-10% - Light
11-30% - Medium
31-50% - Hard
51-75% - Very Hard
75-99% - Extremely Hard
100% (i.e. double attack) - Absurd
The resulting percentage on the MM result is the amount of reduction that was achieved. Any failure on MM means a fumble for the weapon, and the amount of reduction /5 is added to the fumble roll.
Example: Player A is trying to load a longbow in half the time (50% reduction) , which is a hard maneuver. THey make a roll and get 75 on the MM result chart. Which means they only reduced their load time by 38%. A failure would result in a missile fumble roll with +10 added to it.
Note: For crossbows the stats are ST/QU
Double attack for melee weapons. A player can try and attack up to twice per round, for the second attack, no parrying is allowed. The difficulty is as follows
One handed weapons under 2’ - Hard
One handed weapons over 2’ - Very Hard
Two-handed non pole-arm weapon or one handed polearm - Extremely Hard
Two handed pole-arm - Absurd
The percentage is the percentage of attack achieved on the second attack OR they make another action which is less than the percentage. A failure results in a roll on the fumble table. Hard + 10, Very Hard + 20, Extremely hard + 30, Absurd + 50
Example: A player tries to do a double attack with a Long sword, they roll on the MM chart under Very Hard and get 30, which means they can make a second attack at 30% of their OB OR they can do another action of 30% or less (for instance, draw another weapon).
Increase initiative for Melee weapons. A player can either add +1 per rank (if 2d10 initiative is being used) or +5 per rank (if 1d100 initiative is used) to their initiative roll. The difficulty is based on the attempted number being added to the initiative roll.
+1-2 (5-10) - Light
+3-5 (15-25) - Medium
+5-10 (25-50) - Hard
+11-20 (55-100) - Very Hard
+21-50 (100-250) - Extremely Hard
+51+ (250+) - Absurd
Failure is treated as a normal MM failure.
Eliminate drawing penalties.
One handed weapons under 2’ - Medium
One handed scabbard weapons over 2’ - Hard
One handed concussion or two-handed scabbard - Very Hard
One handed pole-arm - Extremely Hard
Two handed pole-arm - Absurd
MM result is the amount of percentage the -20 is reduced by Failure results in weapon fumble, Light - 10, Medium + 0, Hard + 10, Very Hard + 20, Extremely hard + 30.
Example: A player tries to draw their Two-handed sword extra fast, they roll on MM Hard table and get 50, so they would only reduce their penalty by 50%, so -10 instead of -20.
Combat Enhancement: Missile Targeting (no stat). A player firing a missile weapon can spend more time targeting and receive modifications to crit rolls similar to Ambush. For each round the player spends targeting they can adjust their crit roll by +/- their number of ranks developed. This increases based on the level of the character
Lvl 1-5: +/- 1 per round
Lvl 6-10: +/- 2 per round
Level 10-20: +/- 4 per round
Level 20+: +/- 6 per round
Example: A 4th level Archer has 5 ranks developed in Targeting and spends 4 rounds targeting the opponent, they would be able adjust their crit roll by +/- 4. If they were 6th level, they would only have to spend 2 rounds to adjust the same amount.
Combat Enhancement Melee Damage: (ST). A player can try and increase the damage their melee weapon does. They can multiply the damage by 1.x where x is the number of ranks developed. 10 ranks means 2.0x damage. The percentage result is the amount of extra damage they actually do (rounded down). The difficulty is as follows:
1.1 - 1.4 - Very Hard
1.5 - 1.9 - Extremely Hard
2.0 - - Absurd
Failure results in fumble and a roll where the roll is modified by +5 for every point the player tries to increase their damage.
Example: A player has 6 ranks developed in Melee Damage, they try for 1.5x damage, which is an Extremely hard MM. They get a failure and roll on the fumble table and add + 25. If they would have achieved 50 on the roll, they would have increased their damage by 1.2x