Dramatic Combat Rules

Rules

In an effort to ensure that World of Darkness system is suitably dramatic, this rules-hack increases the amount of damage inflicted on a successful attack, but makes it less likely that you'll be successfully hit.

Core Changes

Power: Certain weapons and the core Strength of a character provide bonus successes to an attack provided the actual roll scores at least 1 success.

Finesse: Certain weapons provide bonus dice to attacks, representing greater accuracy and flexibility.

Combat Changes

Armor: Armor now reduces the number of Health Levels an attack inflicted, rather than reducing dice.

Shock: After a successful attack, regardless of the nature of the attack, the target takes one additional Bashing Health Level. Armor cannot reduce this damage. Shock no longer applies if the target has filled up his health levels (Shock never “wraps around”).

Hit Location: Called shots to most vital organs suffer a -2 to hit, but grant +1 Power. Heads suffer a -4 to hit, but grant +2 Power. Hearts are a -5 to hit, and also grant +2 Power. These rules only apply to humans and other creatures that the GM feel would suffer from similar vulnerabilities.

Autofire: In addition to gaining more dice when firing a burst, you gain additional bonuses


 Short Burst
 Up to 3 bullets
 +1 die   
10 Again
 Medium Burst
 Up to 10 bullets
 +2 dice
 9 again
 Long Burst
 Up to 20 bullets
 +3 dice
 8 Again

New Attribute Rules

Strength now provides Power to Weaponry and Brawl attacks.

 Strength 3
 + 1 Power
 Strength 5
 +2 Power
 Strength 7
 +3 Power
 Strength 9
 +4 Power
 +2 Strength
 +1 Power

Melee Defense is now the highest of Dexterity or Wits. Ranged Defense is now the lowest of Dexterity or Wits.

Revised Ranged Weapons Table

Type

Power

Finesse

Range

Clip

Strength

Size

Cost

Light Revolver

+1(L)

+0

20/40/80

6

2

1

••

Heavy Revolver

+2(L)

-1

35/70/140

6

3

1

••

Light Pistol

+1(L)

+0

20/40/80

17+1

2

1

•••

Heavy Pistol

+2(L)

-1

30/60/120

7+1

3

1

•••

Rifle

+2(L)

+3

200/400/800

5+1

2

3

••

Small SMG*

+0(L)

+0

25/50/100

30+1

2

1

•••

Large SMG*†

+1(L)

+0

50/100/200

30+1

3

2

•••

Assault Rifle*†

+2(L)

+0

150/300/600

42+1

3

3

•••

Shotgun†

+3/+2(L)

+0/+2

20/40/80

5+1

3

2

••

Crossbow**†

+0(L)

+3

40/80/160

1

3

3

•••

* Autofire. ** 3 turns to load, can be used to stake (-4). † requires two hands. The first numbers for the shotgun represents slugs, the second represents shot.

Revised Melee Weapon Table

Type

Power

Finesse

Size

Cost

Special

Sap

+0(B)

+1

1

Knockout

Brass Knuckles

+1(B)

+0

n/a

Brawl

Sap Gloves

+1(B)

+1

n/a

••

Brawl

Club (wood)

+1(B)

+1

2

n/a


Mace (metal)

+2(B)

+1

2

••


Maul (metal)†

+3(B)

+1

3

••


Knife

+0(L)

+1

1


Rapier

+0(L)

+3

2

••


Sword

+1(L)

+1

2

••


Katana

+1(L)

+1

2

•••

Durability +1

Great sword†

+2(L)

+1

3

•••


Small Ax

+1(L)

+0

1


Large Ax†

+2(L)

-1

3

••


Great Ax†

+3(L)

-2

4

•••


Stake

+0(L)

+1

1

n/a

Heart -5

Spear†

+0(L)

+1

3

+1 Defense

requires two hands

Revised Armor Table

Type

Protection

Strength

Defense

Speed

Cost

Reinforced Clothing

1/0

2

-0

-0

••

Kevlar Vest (thin)*

0/1

1

-0

-0

••

Flak Jacket*

1/1

2

-1

-0

••

Full Riot Gear*

1/2

3

-2

-1

•••

Leather (Hard)

1/0

2

-0

-1

Chain mail

2/0

3

-1

-2

••

Plate

2/1

4

-2

-3

••••

* Bulletproof items downgrade bullet damage to bashing.

Special Merit Rules

Brawl Dodge and Weaponry Dodge also inflict 1 HL of damage (bashing for Brawl Dodge, and whatever is appropriate for the weapon in hand for Weaponry dodge) if an opponent fails his attack while you use the special dodge rules. These Merits do not improve your defense against ranged attacks.

Duck and Weave makes defense against Brawling attacks the highest of Dexterity, Wits or Brawl.

Extra Action Merits are considered 1 attack for the purpose of lowering defenses.

Special Supernatural Rules

Vampires are immune to shock (as are any supernaturals who have “dead bodies”). Increasing Strength, Dexterity or Stamina with Blood does not increase derived statistics, including Power. However, Vigor certainly improves total strength for the purposes of Power.

Werewolves gain new bonuses in their wereforms: increases in strength also increase Power if appropriate. Werewolf claws add +1 Finesse (and inflicts Lethal damage), while werewolf fangs add +1 Power (and inflicts Lethal damage). The armor of Gauru form subtracts health levels of damage, just as all new armor does.

Mages change how their armor and directed attack spells work (unraveling spells work as they always do: they were always gradual anyway).

Dramatic Spirits

Spirits have multiple new rules in Dramatic Combat. Because “power” and “finesse” are also Spirit traits, to avoid confusion, we shall use the terms “bonus successes” and “bonus dice” to describe these these traits respectively.

Spirits do not suffer from Shock, as they are not creatures of flesh.

In addition, the include or change the following Numina Options:

The Essay can be found here.


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Summery: Mailanka's WoD Combat Hack: Dramatic Combat
Original Article found here.


Core Changes


Power: Certain weapons and the core strength of a character provide bonus successes to an attack provided the actual roll is successful.


Finesse: Certain weapons provide bonus dice to attacks, representing greater accuracy and flexibility.


Defense


Melee Defense is now the higher of Dexterity or Wits.


Ranged Defense is now the lower of Dexterity or Wits.


Special Merit Rules

Brawl Dodge and Weaponry Dodge also inflict 1 HL of damage (bashing for Brawl Dodge, and whatever is appropriate for the weapon in hand for Weaponry dodge) if an opponent Dramatically Fails his attack while you use the special dodge rules. These Merits do not improve your defense against ranged attacks.

Duck and Weave increases defense against Brawling attacks to the highest of Dexterity, Wits or Brawl.

Fighting Style Merits are purchased one move at a time. Thus, beginning the game with both Precision Attack and Iron Skin costs 3, rather than 2, Merit points.

Extra Action Merits are considered 1 attack for the purpose of lowering defenses.

Combat Changes

Armor: Armor now reduces the number of Health Levels an attack inflicted, rather than dice.

Shock: After a successful attack, regardless of the nature of the attack, the target takes one additional Bashing Health Level. Armor cannot reduce this damage.

Grapple: When grappling someone, additional successes effectively increase the Strength of the grappler, making it harder to escape.  To be clear, Power only adds bonus damage, not bonus successes to Grapple rolls (though it would add to inflicting damage in a grapple).

As for the rest... well, that's why I put that little note in my explanations. It's untested and it's mostly to cover the fact that I find Grapples are far, far too easy to escape from.

Hit Location: Heads suffer a -3 to hit, but grant +1 Power. Hearts are a -4 to hit, and also grant +1 Power. These rules only apply to humans and other creatures that the GM feel would suffer from similar vulnerabilities.

Autofire: In addition to gaining more dice when firing a burst, you gain additional bonuses:
Short Burst: Up to 3 Bullets (+1 die)
Medium Burst: Up to 10 Bullets (+2 Dice, 9 Again)
Long Burst: Up to 20 bullets (+3 dice, 8 Again)


Strength now provides Power to Weaponry and Brawl attacks.
Strength 3 +1 Power, Strength 5 +2 Power, Strength 8 +3 Power,

Strength 10 +4 Power, Per Strength +2: +1 Power


Special Supernatural Rules

Vampires are immune to shock (as are any supernaturals who have “dead bodies,” such as Prometheans). Increasing Strength, Dexterity or Stamina with Blood does not increase derived statistics, including Power. However, Vigor certainly improves total strength for the purposes of Power.

Werewolves gain new bonuses in their wereforms: increases in strength also increase Power if appropriate. Werewolf claws add +1 finesse (and Lethal damage), while werewolf fangs add +1 Power (and Lethal damage). The armor of Gauru form subtracts health levels of damage, just as all new armor does.

Mages aren't affected by these rules. Specifically, magic spells work as they always have. Spell-based attacks do not have Power; Mage Armor continues to penalize dice pools, rather than health levels.


Melee Weapon Table


Sap +0B Power, +1 Dice, Size 1 Cost • Knockout

Brass Knuckles +1B Power, +0 Dice, Size n/a Cost • Brawl

Sap Gloves +1B Power, +1 Dice, Size n/a Cost •• Brawl

Club (wood) +1B Power, +1 Dice, Size 2 Cost n/a

Mace (metal) +2B Power, +1 Dice, Size 2 Cost ••

Maul (metal)† +3B Power, +1 Dice, Size 3 Cost ••

Knife +0L Power, +1 Dice, Size 1 Cost •


Katar Punch Dagger +1 Power, +1 Dice, Size 1, Cost •• AP1 use Brawl skill


Rapier +0L Power, +3 Dice, Size 2 Cost ••

Sword +1L Power, +1 Dice, Size 2 Cost ••

Katana +1L Power, +1 Dice, Size 2 Cost ••• Durability +1

Great sword† +2L Power, +1 Dice, Size 3 Cost •••

Small Ax +1L Power, +0 Dice, Size 1 Cost •


Large Ax† +2L Power, -1 Dice, Size 3 Cost •• (armory says it can be used one-handed)

Great Ax† +3L Power, -2 Dice Size 4 Cost •••

Stake +0L Power, +1 dice, Size 1 Cost n/a (Heart -4)

Spear† +0L Power, +1 dice, Size 3 Cost • +1 Defense

† requires two hands


Armor Table

Reinforced Clothing 1/0 Armor Str 2 Defense -0 Speed -0 Cost ••

Kevlar Vest (thin)* 0/1 Armor Str 1 Defense -0 Speed -0 Cost •

Flak Jacket* 1/1 Armor Str 2 Defense -1 Speed -0 Cost ••

Full Riot Gear* 1/2 Armor Str 3 Defense -2 Speed -1 Cost •••

Leather (Hard) 1/0 Armor Str 2 Defense -0 Speed -1 Cost •

Chain mail 2/0 Armor Str 3 Defense -1 Speed -2 Cost ••

Plate 2/1 Armor Str 4 Defense -2 Speed -3 Cost ••••


Medieval Shield Defense +2/+3 vs. ranged, Strength 3, Cost •• attacks are made at -2, -1 if Ambidextrous


* Bulletproof items downgrade bullet damage to bashing.


Revised Ranged Weapons Table


Crossbow**† +0L Power, +3 Dice, Range 40/80/160 Clip 1 Str 3 Size 3 Cost •••

Light Revolver +0L Power, +2 dice, Range: 20/40/80 Clip: 6 Str: 2 Size: 1 Cost:••

Heavy Revolver +1L Power, +1 dice, Range: 35/70/140 Clip: 6 Str: 3 Size: 1 Cost: ••

Light Pistol +0L Power, +2 Dice, Range: 20/40/80 Clip: 17+1 Str: 2 Size: 1 Cost: •••

Heavy Pistol +2L Power, -1 Dice, Range: 30/60/120 Clip: 7+1 Str: 3 Size: 1 Cost: •••

Rifle† +2L Power, +3 Dice, Range: 200/400/800 Clip: 5+1 Str: 2 Size: 3 Cost: ••

Small SMG* +0L Power, +0 Dice, Range 25/50/100 Clip 30+1 Str 2 Size 1 Cost •••

Large SMG*† +1L Power, +0 Dice, Range 50/100/200 Clip 30+1 Str 3 Size 2 Cost •••

Assault Rifle*† +2L Power, +0 Dice, Range 150/300/600 Clip 42+1 Str 3 Size 3 Cost •••

Shotgun†
(Slug) +3L Power, +0 Dice, Range 20/40/80 Clip 5+1 Str 3 Size 2 Cost ••
(Shot) +2L Power, +2 Dice

* Autofire.
** 3 turns to load, can be used to stake (-4).
requires two hands.
Note that under these rules, a light machine gun firing 20 rounds (long burst) gains +3 dice and the 8 again rule, so it'll do quite a bit of damage.



Mailanka's Dramatic Combat Hack Character Notes:

Close Combat Defense:           (Higher of Wits and Dexterity)
Ranged Combat Defense:         (lower of Wits and Dexterity)
Armor:             (Reduces Health Levels inflicted rather than dice rolled.)
Strength:                    Strength Power Bonus:
Weapon:
    Finesse:         Power:

Current Combat
Armor:        Defense:         Finesse:        Power: