The new fellows joining our ranks have resulted in my reconsideration about the way that Agility works. Since the beginning, I've found AGI in the MiniSix ruleset to be a little bit flawed, for the purposes of an agile fighter.
Therefore, I've changed the rules for AGI-based attacks.
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Any PC fighting with AGILITY-based melee weapons (knife, shortsword, etc) may make an additional attack at the usual -1D penalty to hit. However, to reflect the precision inherent in his blows, instead of each separate attack having to overcome the DR of the enemy, all of his combined extra attacks for the round stack vs. the enemy's DR.
EX: Skyler is attacking an enemy with his double daggers. He has an AGI of 4D and a MIGHT of 1D.
If the enemy has a Dodge of 10, but a DR of 18, it would usually be impossible for Skyler to damage the enemy, as his daggers do MIGHT + 1D damage (meaning the max damage for any attack is 1D + 1D = 12)
If Skyler makes 1 attack, it usually requires him to roll AGI + KNIFE (4D + 1D) to hit.
If Skyler makes 2 attacks, it would require him to roll AGI + KNIFE -1D (4D + 1D - 1D) to hit.
If Skyler makes 3 attacks, it would require him to roll AGI + KNIFE - 2D (4D + 1D - 2D) to hit.
The benefit here, is that he can add up all of the damage from the attacks he makes and use them singularily against the DR.
EX: Skyler makes 3 attacks and hits with each of them, doing 5, 8, and 10 damage respectively. Therefore, his damage would be 23 vs. the enemy's DR of 18, rather than comparing all attack results singularily.
This reflects his precision with the blade.
Cheers,
-LK