Introduction
Before I do anything else I must first confess that I’ve decided to remove the chapter on combat in DJ. Instead, the rules on fighting in DJ are being included in the chapter on encounters, which chapter will include mechanics on violent and non-violent ones.
And Now.
D&D’s Role in DJ Fighting
Much of DJ’s mechanics on fighting—especially in the rules on the number of attacks—originally came from D&D, and those were of Gary’s doing. I don’t think that Gary really understood how fast 3 seconds goes by. Then you add the “beat” which takes 0.1 seconds. A tad slower than the blink of an eye, but just a tad.
So I’ve decided to just get rid of the mechanics on the number of attacks a Persona gets based on skill. Instead all Personas get the same number of attacks regardless of skill, and based on the initiative roll, Attribute Speed, and weapon speed. Though the roll can vary according injury or to drugs and magick be there such that allows for the hastening or slowing of the Persona.
WHAT THIS MEANS FOR YOU
It means that you can ignore the rules for the number of attacks based on your Persona’s skill with a weapon or fighting style. Though I may devise quirks that allows the HP more attacks or fewer depending on which quirk the player takes. Just remember that 0.1 seconds really won’t allow your HP to take multiple actions, unless you’re playing a superpower DJ guide.