Quote:
Originally Posted by Bibiribobiri
Does anyone propose some house rules for a shield rush that are more realistic and ST sensitive (for an Fantasy game)?
How would the new shield rush deal with defenses or the wait manouver?
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The first thing I'd do is make the knockdown chance based on damage relative to the subjects HP or Mass, rather than comparing the two damage totals. That removes the current situation where it's actually
beneficial to make slower slams, since that magnifies the effects of damage-adds like Shields or All-Out Attack. It would instead be more like Knockback, for which it's always a good thing to be doing more damage. Also, because both the damage you deal and take are based on the speed of impact, with faster collisions it would be more likely for
both parties to fall down.
For exact numbers, you'll need to do some playtesting. Off the top of my head, triggering an unmodified DX roll for a slam dealing 1/3 HP damage feels appropriate, with a bonus / penalty for lower / higher relative damage.