Post by zipp on Dec 20, 2009 17:06:03 GMT -5
Hello, Zipp here. As a long time Lone Wolf fan, I’m always looking for ways to give the books a new spin (and give me an excuse to go back and play them again). Thus I created the Legendary Fights for book 1 and 2 (which can be found Here, under hosted files) which sought to fix some of the combat issues for specific fights.
But then I got to thinking... wouldn't it be nice if there was a simple way to make every fight a little more tactical and give the player more control over the fight than just luck?
Thus, the following simple rules, meant to enhance your Lone Wolf experience while potentially taking care of some of the issues in combat, such as low CS scores or seemingly unbeatable enemies like the Chaos Master. These rules can be used with either the old or new gamebooks.
These rules set up a shifting Combat Ratio throughout any fight in Lone Wolf, with the shifting being decided by the player based on his tactical decisions. To use these rules, nothing from the gamebooks changes. All disciplines and items affect combat skill and endurance points as they always have. The only change is that now, during each round of combat, you get to make a decision to try and raise your combat ratio.
The Rules
To begin, set up combat as usual. Compare the Combat Skills of Lone Wolf and the Enemy to gain your Combat Ratio for the fight, using all applicable bonuses and penalties. However, after this point, at the beginning of each round, you choose an action from the following list:
Attack
An attack represents Lone Wolf trading blows with the Enemy. Perhaps he is taking a swing at a Giak’s head while the creature stabs at him with a spear or he is trying to push past the Akra’Neoner’s tentacles to land a blow on its maw.
When you choose to Attack, there is no effect to the Combat Ratio. Roll the die and consult the Combat Results Table as normal.
Defend
A defensive move represents Lone Wolf’s attempt to gain position on the enemy instead of trying to injure it. Perhaps he is dodging out of the way of a Helghast’s claws or is holding up his Sommerswerd to block a magical attack from Darklord Gnaag.
When you choose to Defend, roll the die and consult the Combat Results Table. In this case, only Lone Wolf takes damage, the enemy does not. However, after this round is over, increase the Combat Ratio by 2. If Lone Wolf didn’t take any damage this round, increase it by 3.
Charge
A charge is a risky but powerful attack in which Lone Wolf tries to finish off his enemy in a single blow or deal massive damage to them. Perhaps he is rushing a Kalkoth, heedless of its poison tongue, or maybe he is looking to leap atop a Kraan and knock its Vordak rider off.
When you choose to Charge, increase your Combat Ratio by 5 before rolling the die. Act on the result and then decrease by 8 before the next round. Your next action has to be a Defend or an Attack.
Note: the decrease is taken from the increased score. So if Lone Wolf had a Combat Ratio of 0 and used charge, it would become +5 before he rolled and -3 after he rolled for the next round.
Maneuver
A maneuver represents Lone Wolf’s attempt to gain a better position while dealing damage to his foe. Perhaps he is leaping out of the way of a Gourgaz’s axe while slashing at the creature’s face, or maybe he is twisting free of a Meersquid’s tentacles while slashing at them as well.
When you choose to maneuver, roll the die and consult the Combat Results Table. Once the results have been acted on, increase or decrease your Combat Ratio for the next round by the following amount based on what your roll was:
1= decrease by 3
2-4= decrease by 2
5= no change
6-7= increase by 1
8= increase by 2
9= increase by 3
0= increase by 4
And there you have it. A shifting Combat Ratio based on your decisions in combat. If you’d like to further balance things out, remove the Sommerswerd’s +8 CS bonus and replace it with a +3 damage bonus. That keeps it doing the same powerful damage to enemies without making every fight a one-hit kill for the Sommerswerd’s wielder.
But then I got to thinking... wouldn't it be nice if there was a simple way to make every fight a little more tactical and give the player more control over the fight than just luck?
Thus, the following simple rules, meant to enhance your Lone Wolf experience while potentially taking care of some of the issues in combat, such as low CS scores or seemingly unbeatable enemies like the Chaos Master. These rules can be used with either the old or new gamebooks.
These rules set up a shifting Combat Ratio throughout any fight in Lone Wolf, with the shifting being decided by the player based on his tactical decisions. To use these rules, nothing from the gamebooks changes. All disciplines and items affect combat skill and endurance points as they always have. The only change is that now, during each round of combat, you get to make a decision to try and raise your combat ratio.
The Rules
To begin, set up combat as usual. Compare the Combat Skills of Lone Wolf and the Enemy to gain your Combat Ratio for the fight, using all applicable bonuses and penalties. However, after this point, at the beginning of each round, you choose an action from the following list:
Attack
An attack represents Lone Wolf trading blows with the Enemy. Perhaps he is taking a swing at a Giak’s head while the creature stabs at him with a spear or he is trying to push past the Akra’Neoner’s tentacles to land a blow on its maw.
When you choose to Attack, there is no effect to the Combat Ratio. Roll the die and consult the Combat Results Table as normal.
Defend
A defensive move represents Lone Wolf’s attempt to gain position on the enemy instead of trying to injure it. Perhaps he is dodging out of the way of a Helghast’s claws or is holding up his Sommerswerd to block a magical attack from Darklord Gnaag.
When you choose to Defend, roll the die and consult the Combat Results Table. In this case, only Lone Wolf takes damage, the enemy does not. However, after this round is over, increase the Combat Ratio by 2. If Lone Wolf didn’t take any damage this round, increase it by 3.
Charge
A charge is a risky but powerful attack in which Lone Wolf tries to finish off his enemy in a single blow or deal massive damage to them. Perhaps he is rushing a Kalkoth, heedless of its poison tongue, or maybe he is looking to leap atop a Kraan and knock its Vordak rider off.
When you choose to Charge, increase your Combat Ratio by 5 before rolling the die. Act on the result and then decrease by 8 before the next round. Your next action has to be a Defend or an Attack.
Note: the decrease is taken from the increased score. So if Lone Wolf had a Combat Ratio of 0 and used charge, it would become +5 before he rolled and -3 after he rolled for the next round.
Maneuver
A maneuver represents Lone Wolf’s attempt to gain a better position while dealing damage to his foe. Perhaps he is leaping out of the way of a Gourgaz’s axe while slashing at the creature’s face, or maybe he is twisting free of a Meersquid’s tentacles while slashing at them as well.
When you choose to maneuver, roll the die and consult the Combat Results Table. Once the results have been acted on, increase or decrease your Combat Ratio for the next round by the following amount based on what your roll was:
1= decrease by 3
2-4= decrease by 2
5= no change
6-7= increase by 1
8= increase by 2
9= increase by 3
0= increase by 4
And there you have it. A shifting Combat Ratio based on your decisions in combat. If you’d like to further balance things out, remove the Sommerswerd’s +8 CS bonus and replace it with a +3 damage bonus. That keeps it doing the same powerful damage to enemies without making every fight a one-hit kill for the Sommerswerd’s wielder.