GURPS Combat arena

@awfulhorrid the 3d6 dice reads: 7 for Attack vs 12 (2,1,4)

Retreat and parry.

@discbot roll 3d6 vs parry-14 (13 +1 for retreat)

@Wanderfound the 3d6 dice reads: 8 vs parry-14 (13 +1 for retreat) (6,1,1)

Again, step forwards and swing for the torso with a full Deceptive Attack (-4/-2).

@discbot roll 3d6 vs Staff-12 (16 minus 4 for the Deceptive Attack)

@Wanderfound the 3d6 dice reads: 11 vs Staff-12 (16 minus 4 for the Deceptive Attack) (6,3,2)

Retreating parry (1 step backwards) with -2 for deceptive attack: 13 +1 -2 = 12

@discbot roll 3d6 vs Parry 12

Donā€™t forget your Defensive Grip.

Doh! (Although apparently I broke @discbot anyway ā€¦) Letā€™s try that again?

Retreating parry (1 step backwards) with +1 def. grip and -2 for deceptive attack: 13 +1 +1 -2 = 13

@discbot roll 3d6 for Parry vs. 13

@awfulhorrid the 3d6 dice reads: 9 for Parry vs. 13 (4,1,4)

Iā€™m Waiting. If you get within range, Iā€™ll attack taking the stop hit option if youā€™re attacking.

Evaluate, not moving.

Havenā€™t I seen this in a movie somewhere?

Also Evaluate.

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Same again.

Me too. (Total +2)

ā€¦and up to +3 for me.

Options, options ā€¦

Well, Iā€™m not going to turn down my last evaluate! +3 (max)

Staying still, maintaining the Evaluate.

Step forward 1 hex and attack - swing to right hand (-4) with Eval. bonus (+3) and Deceptive (-4/-2) for adjusted skill of 11.

@discbot roll 3d6 vs Attack 11

@awfulhorrid the 3d6 dice reads: 16 vs Attack 11 (6,6,4)

Swing and a miss, but at least it wasnā€™t a critical miss!

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