Last year I was following Gundobad's series on fighter maneuvers has been fascinating or rather was at the time when I read them last year. I love when designers post their thought processes and in the open like this series here. So, I sought to steal and adapt their rules for whacking monsters in my own Heartbreaker.
Some background on my Heartbreaker
- Game is for referees like me with tiny mental CPUs. Players roll everything, active defense, ref almost never rolls.
- Armor is ablative, lowering damage 1-3 points
- Uses split team initiative (or whatever the kids are calling it these days). Players Test DEX and go before the monsters on a success or after on a failure.
- No order beyond that, anyone can go at any time or the same time.
- Currently uses "relative distance" e.g. Near (melee), Close, Far and Distant. I first saw it in MechaHack and loved it. Can run anywhere Close in a turn
- Combat Theater a la this
- Resolution mechanics are rolling pools of D6s and hoping to get a 6. Each 6 is a success.
- Attacking is the same, but you automatically hit and choose your damage from the rolls
Baseline Whacking
- When you deal 1 damage, either from a roll or damage reduction from armor, you give your opponent an opening and they may Counter! Check if the weapon is damaged or breaks by rolling its quality under its nicks. Each time you're Countered! add 1 nick. The first time you roll under its damaged. If its damaged and you roll under, it breaks.
- [This helps keep heavily armored foes dangerous. You can chip away at the armored knight but he's going to be Countering! the whole time]
- [I find this method elegant. Unlike in many D&D games and clones, those who fight good (fighters) get punished with extra attacks. The Heartbreaker simply lets them roll max damage more often. Similarly better fighters are better defenders, choosing the damage their foe does, letting them set up Counters! more easily.]
Whacking Alternatives
Sometimes you may want to permanently injure a foe by inflicting wounds, such as hamstringing, blinding or bone breaking. Sometimes you may wish to go for a single killing stoke. If so, use the maiming and killing procedures.
Maiming attacks permanently weaken a foe. To go for a medusa’s eyes, a dragon’s wings or the thews of a mighty giant, is a precise or even “called” shot, that carries great risk. You must garner two successes to maim without being maimed in return, the first to successfully maim them, the second to avoid being maimed, gaining a grievous wound.
Monsters in the Heartbreaker are designed modularly, that is each part may have its own HD. Take care however, monsters often protective of these regions, some inaccessible unless specific maneuvers or other actions are taken. A giant will never be killed while its heart beats and you will never reach its heart while it stands.
A killing attack inflicts the best status condition fighting has to offer. Dead. Again, take care would-be monster slayer. As with maiming you still need two successes. Unlike with maiming, failing the second roll gains you a mortal wound, crippling the limb struck or turning your torso into hamburger meat.
Many monsters are emblematic or symbolic. When murders go unsolved in rural communities, scarecrows arise and kill each night. When kings gorge themselves and peasants starve, ogres arise. To kill a monster is not to stop what may cause its return. Like hydra’s heads or a vile phoenix, when one dragon falls in avaricious lands, two more make take its place if the community's greed is not tempered. Its a sign something is fucked up.
To successfully maim or kill a foe you must first compare your experience surviving, a comparison of HD, to see if you even can.
Armor improves your HD for these purposes. Gambeson (light armor) adds +1 HD and Maille (medium) +2. Plate mail adds an impressive +4 HD, if its user is trained in it.
Anyone who’s ever survived a fight can size up a foe. You can always roughly guess a foe’s HD.
HD Maim-Kill Table
Foe’s HD | Maim? | Kill? |
Much greater +6 HD | If Staggered | Impossible |
Greater +2-5 | If Staggered | If Maimed |
Even +/- 1 HD | May attempt | If Maimed |
Lesser -2 | May Attempt | If Staggered or Maimed |
Much less <-2 | May Attempt | May Attempt |
The referee consults the table above to determine if a maiming or killing attack is successful. Some foes must be whittled down first if they are to maimed or killed. Remember a bloodied foe (half HP) is automatically staggered.
Whacking with Friends
If they are fighting for you, rather than give them a whole turn, add +1 Fighting dice of a different color to your own. They can crit as you (representing teamwork) can but do not roll an extra Hit Locator. Far too slow unless you think it's worth it. If your fighting guy gets an exploding critical or kills a monster in a very cool way, they get a name.
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