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Old 01-05-2021, 08:37 AM   #24
David Bofinger
 
Join Date: Jan 2018
Location: Sydney, Australia
Default Re: Strength and armor vs agility and cleverness

Quote:
Originally Posted by hcobb View Post
Slightly Armored Dude, Human, age 21
ST 12, DX 14 (12), IQ 9, MA 10 (8)
Talents include: Crossbow, Missile Weapons III, Shield, Sword, Toughness
Weapons: Broadsword (2d), Dagger (1d-1), Light Crossbow (2d)
Armor: Leather armor, Toughness and Small Shield stop 4 hits
I understand this is growth. But I don't think you'd call it an efficient growth path.

The 35 point version of the character has armour, but since his job involves sitting in the rear and being screened by melee combatants it's only going to be occasionally useful. What you'd much rather have is to get better at your actual job, but that isn't possible.

Quote:
Kinda Tough Dude, Human, age 21
ST 12, DX 15 (13), IQ 11, MA 10 (8)
Talents include: Crossbow, Missile Weapons II, Shield Expertise, Sword Expertise, Toughness
Weapons: Light Crossbow (2d), Broadsword (2d+1), fine Dagger (1d)
Attacks and Damage: Punch (1d-2)
Armor: Toughness, leather armor and Small Shield stop 5 hits, -2 DX to be hit with sword and shield.
The 38-point version of the character has been reinvented as a parallel archer or melee combatant, so in any encounter his ranged or his melee capability is wasted. Again, it's growth but it's not efficient.

The problem is the harsh cutoff between effective DX of 13 and of 14, which makes the crossbowman a good starter and a lousy finisher. This ought to be a smooth increase, the chance of getting one shot a turn gradually rising.
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