
Follow up post RE: examples of add-ons.
Original incarnations of the systems roots allowed for Circumstance bonuses, or Combatant Bonuses. Things get messy when both are put together and bonuses and negatives go beyond -3.
Circumstance bonuses are things either the DM decides upon or all parties participating are in agreement on. They're used for flavor and with discretion.
Examples of Circumstance Bonuses:
[Surprise Attack] Designated Player has launched a surprise attack forcing their target to react on the spot causing them to be less prepared than normal. Designated Player gets a +1 Bonus for their first 3 Attack Rolls.
[Fortified] Designated Player is on extremely familiar or favorable terrain. They've been well prepared for the combat and prepared themselves and their environment accordingly. Designated Player gets a +1 Bonus for their first 3 Defense Rolls.
Combatant Bonuses are things usually left to whoever is managing the System. Usually best implemented for use solely within Guilds or those involved in the Guilds long term RP events. These are things set in to demonstrate the members agreed strengths/weaknesses, or to distinguish veteran members or special members.
Example of Combatant Bonuses:
Inexperienced: Someone who is inept for/at combat in general. The Individual lacks something that enables them to fight proficiently and with a large amount of skill be it training, confidence, experience, physical capabilities, etc. [-2 all Rolls]
Novice: Someone with a knack for combat but still lacks something that the average combatant would posses. [-1 all Rolls]
Skilled: The average combatant, trained and confident with their weapons. They're not incredibly experienced but they're like a trained soldier. [+0 all Rolls]
Specialized: Someone who's honed their skills to a point of specialization. They know their style of combat from practice and experience on the battlefield. [+1 to either all Attack Rolls or all Defense Rolls]
Master: These individuals have honed their abilities to their peak be it offense or defense. True Specialists. [+2 to either all Attack Rolls or all Defense Rolls]
Veteran: A weathered warrior, they know battlefields and have survived on them for a long time. They're comfortable and capable of adapting to many situations, knowing when to strike and when to hold back. Time has allowed them to sharpen their skills. [+1 all Rolls]
Berserker: One who has forgone all thought of defending, using strength and skill to take down their opponents quickly before they are taken down themselves. [+2 all Attack Rolls; -1 all Defense Rolls]
Bastion: This combatant prioritizes self defense in battle, taking less risks and hoping to outlast their opponent in the long run. [-1 all Attack Rolls; +2 all Defense Rolls]
Battle Master: A veteran of combat, the know battle, survived countless battlefields, these are the warriors who are akin to living legends. [+2 all Rolls]
Original incarnations of the systems roots allowed for Circumstance bonuses, or Combatant Bonuses. Things get messy when both are put together and bonuses and negatives go beyond -3.
Circumstance bonuses are things either the DM decides upon or all parties participating are in agreement on. They're used for flavor and with discretion.
Examples of Circumstance Bonuses:
[Surprise Attack] Designated Player has launched a surprise attack forcing their target to react on the spot causing them to be less prepared than normal. Designated Player gets a +1 Bonus for their first 3 Attack Rolls.
[Fortified] Designated Player is on extremely familiar or favorable terrain. They've been well prepared for the combat and prepared themselves and their environment accordingly. Designated Player gets a +1 Bonus for their first 3 Defense Rolls.
Combatant Bonuses are things usually left to whoever is managing the System. Usually best implemented for use solely within Guilds or those involved in the Guilds long term RP events. These are things set in to demonstrate the members agreed strengths/weaknesses, or to distinguish veteran members or special members.
Example of Combatant Bonuses:
Inexperienced: Someone who is inept for/at combat in general. The Individual lacks something that enables them to fight proficiently and with a large amount of skill be it training, confidence, experience, physical capabilities, etc. [-2 all Rolls]
Novice: Someone with a knack for combat but still lacks something that the average combatant would posses. [-1 all Rolls]
Skilled: The average combatant, trained and confident with their weapons. They're not incredibly experienced but they're like a trained soldier. [+0 all Rolls]
Specialized: Someone who's honed their skills to a point of specialization. They know their style of combat from practice and experience on the battlefield. [+1 to either all Attack Rolls or all Defense Rolls]
Master: These individuals have honed their abilities to their peak be it offense or defense. True Specialists. [+2 to either all Attack Rolls or all Defense Rolls]
Veteran: A weathered warrior, they know battlefields and have survived on them for a long time. They're comfortable and capable of adapting to many situations, knowing when to strike and when to hold back. Time has allowed them to sharpen their skills. [+1 all Rolls]
Berserker: One who has forgone all thought of defending, using strength and skill to take down their opponents quickly before they are taken down themselves. [+2 all Attack Rolls; -1 all Defense Rolls]
Bastion: This combatant prioritizes self defense in battle, taking less risks and hoping to outlast their opponent in the long run. [-1 all Attack Rolls; +2 all Defense Rolls]
Battle Master: A veteran of combat, the know battle, survived countless battlefields, these are the warriors who are akin to living legends. [+2 all Rolls]