Wednesday, July 4, 2012

Defense on Rush

In most games (I've played), defense plays a secondary, almost useless role in combat. Mainly, it has been used to reduce the enemy's physical attack effects (or damage), but with no real defense strategy. Since for now, the Rush Combat System has been all about using actions as attacks, the only way described to defend is by reacting to a Rush attempt, so I would like to propose the...

Active Defense Action

Kinght vs Magic knight
Normal Attack Vs Normal Defense
Used on the player's turn, choosing not to Rush but instead to Defend itself, or another character; the Leader (or selected character) will stand its ground, waiting for a Foe's action, if attacked, it forces a duel against the opponent.The objective is  to counter the action before it starts, thus denying the attack completely.
chibi warriors
You'll have to go through me!!
As mentioned above, the Leader can choose to protect a party member, this allows those character to remain safe, whether to prepare a special action that requires more than one turn to accomplish, or for simple protection.This opens up special scenarios where specific actions must be used in order to complete a Quest or defeat/weaken a special Enemy. This move applies specially to the Hero and Temp Leaders.

skull chain necromancer scythe
You must duel against both the Undead and the Dancing Chains
In the Captain's setting, the party members use their active defense to protect it from incoming attacks, by placing themselves in front any attackers and dueling. Even on a defender's failled attempt in a duel, provides the main target an advantage on its defence interaction, since every duel acts as a Rush attempt, it increases the action's dificulty level for the attacker.

The art for this post was done by meusing Blender 3D, with low resolution renders.
To get that old school feeling... check out my swaps.

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