Blood & Steel

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Blood & Steel

Postby Blood axe » Sat Nov 02, 2013 7:57 pm

This is about Blood & steel. A combat supplement from Mayfair Games, Role aids 1993. Its still available on Ebay for $10 to $20.

it comes in a sturdy cardboard box with a combat card deck, a guidebook/rulebook 58 pages, and a GM screen.
It has various rules for weapon specialization, fighting styles, maneuvers, and critical charts. Even a few classes! Barbarian, Duelist, Martial artist, Warlock, Archer.

Here is how the cards work.



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I like the cards. Each player chooses a card, as do the opponents. The card is face down. Then in combat they are shown, you check where the skull is on the card and use the mod that it is across from on your opponents card, along with any other mods for the maneuver. Some maneuvers are faster (initiative bonus/penalty), cause more damage, higher chance for a critical, or harder to pull off (hit penalty).

Its best with not too many players/opponents and not with multiple attacks. I have used it a bit before and find it fun.
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But when life loses its value,
and is taken for naught -
then the Pact is to Avenge.
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Re: Blood & Steel

Postby Blood axe » Sun Nov 03, 2013 1:16 am

Ive been thinking of trying the system when I start a new low level pbp game again.

If you have any questions on this boxed set, just ask.
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But when life loses its value,
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then the Pact is to Avenge.
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Re: Blood & Steel

Postby Dyson Logos » Sun Nov 03, 2013 10:29 am

The problem I had with these systems in the past is that it becomes an issue of player skill over character skill. If you can "read" your opponent as a player, then your character gets an advantage because you can pick the cards that you know will work best against your opponent's choices. It was the same issue with the combat matrices in the Top Secret RPG. Some players tend to stick to very specific maneuvers and if you know them, you can work around them.
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Re: Blood & Steel

Postby Blood axe » Sun Nov 03, 2013 1:01 pm

Dyson Logos wrote:The problem I had with these systems in the past is that it becomes an issue of player skill over character skill. If you can "read" your opponent as a player, then your character gets an advantage because you can pick the cards that you know will work best against your opponent's choices. It was the same issue with the combat matrices in the Top Secret RPG. Some players tend to stick to very specific maneuvers and if you know them, you can work around them.



This system is far from perfect. The GM picks his opponents cards, usually at random from a deck. Unless it is a NPC & he has some skill or intelligence to pick a certain attack. There are "monster" attacks and creatures like Goblins only have a limited set of maneuvers since they aren't as skilled. Hardly a perfect system, but adds some fun & variety. An old game supplement. Im not sure if its available in PDF, I have to check.
To defend: This is the Pact.
But when life loses its value,
and is taken for naught -
then the Pact is to Avenge.
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Re: Blood & Steel

Postby Blood axe » Sun Nov 03, 2013 4:00 pm

Other reviews:

http://index.rpg.net/display-entry.phtml?mainid=5814


=========================

Let slip the dogs of war...

To slay the dragon, to defeat the evil ursurper, to vanquish the cyclops, to turn away the army of the undead. These endeavors and many more like them form the basis for most fantasy games. In every case, the core of the adventures is combat. Such an important part of the game should hardly be glossed over!

Blood and Steel expands the options available to Gamemasters and players alike in combat situations. These additional options will enrich a campaign and make each game session more exciting.

Blood and Steel includes:

The Combat Card deck, which illustrates more than 80 unique combat maneuvers on 180 cards. No longer do you just "roll to hit" every round; you can now choose your specific combat maneuvers! Will your character execute a quick thrust to your enemy's belly or attack with a savage overhead smash? The choice is yours! The Guidebook, in which you will find a wealth of optional rules, magic items, and spells designed to enhance combat and particularly the role of Fighters in combat. Also included are complete rules for the use of the Combat Cards and five new character classes: the unstoppable Barbarian, the versatile Duelist, the deadly Archer, the mystical Martial Artist, and the spell-wielding Warlock! The Combat Reference Screen, rounding out Blood and Steel by making the special rules in this sourcepack more accessible. The Gamemaster's side of the screen is packed with charts and tables from throughout the Guidebook, while the players' side features handy references to aid in the use of the Combat Cards.

Always remember: That which does not kill you makes you stronger.
To defend: This is the Pact.
But when life loses its value,
and is taken for naught -
then the Pact is to Avenge.
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