Our next Kin to take a look at is Dwarves. When we get to the Dwarves, we get a race that is decent at a combat role, but little else about them is defined at all. Lets remedy that just a bit.
Our Dwarves our going to conform the the fantasy standard. Grim and dour, loyal companions and dangerous enemies. Dwarves have taught them self a sense of sonar detection for traveling in the dark underworld. By clicking their tongues or tapping their hammers to stone, they can get a fairly accurate 3D image of their surroundings. Tongue clicks are good for about 20' in distance, hammer tapping is good for about 40 yards, but the noise can attract unwanted attention.
Dwarves have mortal enemies in most, if not all, of the Trollish races. They often share the same habitat and have little use for the other. Dwarves are no match for trolls one on one, so the dwarves have taken on the tactic of swarming their foe. For the stout folk, numbers make all the difference. When fighting trolls, for every dwarf that outnumbers the trollish enemy, add 1D6 to the dwarf side's combat adds.
For example - 10 dwarves are fighting 2 trolls - the dwarves get to add 8 dice to their combat adds for their side (not each). Dwarves are not above luring lone trolls to a quick death under the weight of their numbers.
Elves are the next to be tweaked...
Limiting Dodges exemption - I am blatantly stealing an idea from Christopher Rice and then slightly modifying it - an exemption from *Limiting Dodges*. *Limiting Dodges* (GURPS Martia...
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