Duelling

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In one-on-one combat situations, players may prefer to use duelling rules to settle conflicts. This allows combat to be more evenly spaced out, without one side completely overwhelming the other.

Contents

Initiative

Initiative is rolled as normal. The person with the highest Initiative goes first. Each Action reduces the character's Initiative by 10, which is compared with the opponent's Initiative. The person with the highest Initiative then goes next, and reduces their Initiative by 10. This continues until both opponents have an Initiative of 0 or less (thus having no more Actions).

Example: Someone with a roll of 41 goes on Initiative 41, 31, 21, 11, and 1. An opponent who rolled 26 will go on 26, 16, and 6. This makes Actions of 41, 31, 26, 21, 16, 11, 6, and 1. The faster character gets a few actions at the beginning of the Round, due to inherent speed.

Two Weapon Combat

A character with the Two Weapon Style gains one additional Action each Action with their off-hand, and can assign the additional Action to either do another Attack, or to Defend.

Flurry

A character can attempt to flurry, using multiple Actions at once. Doing so increases the Difficulty of all attacks within the flurry by +2 for each Action which will be used. The player must state how many Actions are going to be used in the flurry. The character's Defence is reduced by 2 for every Action used in the flurry.

Related Links

Active Defence | Combat_Options | Combat

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