Self imposed handicap (unarmed): Difference between revisions

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(Created page with "This page covers a part of the close combat rules, specifically those of the unarmed close combat.<br><br> <strong>Self imposed handicap:</strong><br><br> The <i>self imposed handicap</i> is a method to balance out a weak unarmed skill. Unlike as with the aimed hit that is explained further later, the probability of a critical hit (and therefore, more damage) does not go up with self imposed handicap, however it raises th...")
 
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The <i>self imposed handicap</i> is a method to balance out a weak unarmed skill. Unlike as with the aimed hit that is explained further later, the probability of a critical hit (and therefore, more damage) does not go up with self imposed handicap, however it raises the probability of hitting the target at all.<br><br>
The <i>self imposed handicap</i> is a method to balance out a weak unarmed skill. Unlike as with the aimed hit that is explained further later, the probability of a critical hit (and therefore, more damage) does not go up with self imposed handicap, however it raises the probability of hitting the target at all.<br><br>


A common punch costs 3 action points. The character that wants to utilize it, has the bad luck of a rather bad unarmed skill and an enemy that is quite good in this method of combat. The player of the bad fighter raises the cost of his own attack from 3 AP to 5 AP. Each further action point gives his character a bonus of 10 skill points on the unarmed skill, which makes that character effectively 20 points better.<br>
A common punch costs 3 action points. The character that wants to utilize it, has the bad luck of a rather bad [[Unarmed|unarmed]] skill and an enemy that is quite good in this method of combat. The player of the bad fighter raises the cost of his own attack from 3 AP to 5 AP. Each further action point gives his character a bonus of 10 skill points on the unarmed skill, which makes that character effectively 20 points better.<br>
This represents that you can divert the enemy with feints or just watch for tiny holes in his cover.<br><br>
This represents that you can divert the enemy with feints or just watch for tiny holes in his cover.<br><br>


It's <b>IMPORTANT</b>, that the handicap is called out before the roll, to prevent the following statement of a player: “What? I rolled a 54?! Oh, damn. I have a skill of 50. Hey, if I spend an AP more, I hit!”<br><br>
It's <b>IMPORTANT</b>, that the handicap is called out before the roll, to prevent the following statement of a player: “What? I rolled a 54?! Oh, damn. I have a skill of 50. Hey, if I spend an AP more, I hit!”<br><br>

Latest revision as of 14:16, 19 April 2025

This page covers a part of the close combat rules, specifically those of the unarmed close combat.

Self imposed handicap:

The self imposed handicap is a method to balance out a weak unarmed skill. Unlike as with the aimed hit that is explained further later, the probability of a critical hit (and therefore, more damage) does not go up with self imposed handicap, however it raises the probability of hitting the target at all.

A common punch costs 3 action points. The character that wants to utilize it, has the bad luck of a rather bad unarmed skill and an enemy that is quite good in this method of combat. The player of the bad fighter raises the cost of his own attack from 3 AP to 5 AP. Each further action point gives his character a bonus of 10 skill points on the unarmed skill, which makes that character effectively 20 points better.
This represents that you can divert the enemy with feints or just watch for tiny holes in his cover.

It's IMPORTANT, that the handicap is called out before the roll, to prevent the following statement of a player: “What? I rolled a 54?! Oh, damn. I have a skill of 50. Hey, if I spend an AP more, I hit!”