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Modeling Common Maneuvers

Alacrity Fantasy, A TTRPG by Adam J.. McKee and James G. Walker, Jr.

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.

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.

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File Created: 05/06/2025
Last Modified: 05/06/2025