Here are examples of how Alacrity handles everyday tactical actions, often represented by feats or special abilities in other systems, by applying its core mechanics.
Combat Maneuvers
Attempting maneuvers like tripping, shoving, or disarming an opponent typically requires using a Declared Action (usually in place of a standard attack) and involves a Contested Roll.
- Trip/Shove: You might make a contested Athletics or Melee Combat skill roll against your target’s choice of Dodge or Athletics skill. If you succeed, you can either knock the target prone (Trip) or push them back 5-10 feet (Shove). Modifiers from the Difficulty Ladder may apply based on size differences or footing.
- Disarm: This is often best handled as a Called Shot using the Threading the Needle rules (see p. XX), targeting the opponent’s weapon hand or the weapon itself. This incurs a significant penalty (likely -25% to -40%). If the attack roll succeeds despite the penalty, the GM might rule the opponent drops their weapon, possibly allowing a contested check (like Sleight of Hand vs. Dodge) to snatch it.
- Grapple/Wrestle: As mentioned in Chapter 1, initiating or escaping a grapple is typically resolved with a contested Unarmed Combat skill roll vs. the target’s Unarmed Combat or Dodge skill. If successful in initiating, the attacker might choose to simply hold the target (imposing penalties) or attempt further maneuvers on subsequent turns (like Pinning to Restrain, or Throwing to knock prone) requiring further successful contested rolls.
Dual Wielding
When wielding a weapon in each hand, a character may make one off-hand attack each round without declaring it as a separate action. This off-hand attack does not count toward the number of Declared Actions.
However, all attack rolls made in the round — including the off-hand attack — suffer the standard multi-action penalty based on the number of declared actions. Additionally, the off-hand attack suffers a -5% penalty unless the character’s Melee Combat skill is 70% or higher, in which case the penalty is waived.
While dual-wielding, a character cannot benefit from shield-based defenses.
Only light or one-handed melee weapons may be used for dual-wielding. Weapons classified as two-handed cannot be wielded in this manner.
Mounted Combat
Fighting from horseback or another mount involves the Riding skill alongside your standard combat skills.
- Controlling the Mount: Performing complex maneuvers (like sharp turns, jumps), fighting effectively while the mount is moving at high speed, or controlling a mount that is frightened or injured typically requires a Riding skill check. This check might be a Free Action (for minor adjustments) or integrated into a Move Action (for significant maneuvers). Failure might mean the mount doesn’t move as desired, or you suffer penalties on your attacks.
- Situational Modifiers: Attacking smaller, grounded opponents from horseback might grant a Favorable (+10%) circumstance bonus to your attack roll. Conversely, using ranged weapons from a moving mount might impose a Challenging (-10%) or Hard (-20%) penalty on the Difficulty Ladder. GMs apply situational modifiers as appropriate.
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File Created: 05/06/2025 Last Modified: 05/06/2025