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Old 04-03-2022, 06:50 AM   #21
hcobb
 
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Default Re: Weapon Expertise: +1 per die of damage

The big reason is to up the advantage of ST, so perhaps do that directly.
Reduce the advantage of a defend by one die for each multiple of ST the attacker has over the defender.
So if the attacker has double the defender's ST then ordinary defends are useless and more advanced defend options are down one die.
Four hex dragon claw attack vs ST 9 Master Fencer doing a super defend which is usually 6 dice, but is now reduced two dice (for 3x ST) to a roll on four dice of DX 13 base, minus 2 DX for the talent is an 11 or less.
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Old 04-03-2022, 09:06 AM   #22
Axly Suregrip
 
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Default Re: Weapon Expertise: +1 per die of damage

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Originally Posted by hcobb View Post
The big reason is to up the advantage of ST, so perhaps do that directly.
Reduce the advantage of a defend by one die for each multiple of ST the attacker has over the defender.
So if the attacker has double the defender's ST then ordinary defends are useless and more advanced defend options are down one die.
Four hex dragon claw attack vs ST 9 Master Fencer doing a super defend which is usually 6 dice, but is now reduced two dice (for 3x ST) to a roll on four dice of DX 13 base, minus 2 DX for the talent is an 11 or less.
Well these will achieve that goal.

Balance issues will be the only concern. I mentioned a balance issue between weapons of same ST. For the defensive change, there is a game effect problem in some situations it will remove defending altogether as an option. For these you may want to tweak your rules... if it does not make it even more complex.

For example, for the offense bonus instead make it based on ST instead of based on weapon. Say for every full 12 ST a character has, they get an additional +1. Or at set ST clip levels (+0 below ST 12, ST 12 +1, ST 15 +2). This will benefit the fighter for having the ST (with the right weapon type) even if it is under ST for him. So, even more of a pay-off. Maybe your idea is better. Just throwing out ideas. For the defensive bonus tweak, put a minimum of 4 dice on a defend. This way the defend option never just goes away.

Good luck.
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Old 04-03-2022, 12:12 PM   #23
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Default Re: Weapon Expertise: +1 per die of damage

Dragons and Giants are DX dumpers, so limit the amount that goblin daggers make them totally useless.
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Old 04-03-2022, 03:04 PM   #24
Axly Suregrip
 
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Default Re: Weapon Expertise: +1 per die of damage

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Dragons and Giants are DX dumpers, so limit the amount that goblin daggers make them totally useless.

Goblins cannot defend while being trampled underfoot. ;-)

Yes, I hear ya.
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Old 04-03-2022, 03:34 PM   #25
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Default Re: Weapon Expertise: +1 per die of damage

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Goblins cannot defend while being trampled underfoot. ;-)

Yes, I hear ya.
Hence Acrobatics to almost entirely eliminate trampling.
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Old 04-03-2022, 03:51 PM   #26
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Hence Acrobatics to almost entirely eliminate trampling.
Geez you got that goblin down to being a superhero!
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Old 04-03-2022, 06:02 PM   #27
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Default Re: Weapon Expertise: +1 per die of damage

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Dragons and Giants are DX dumpers, so limit the amount that goblin daggers make them totally useless.
How does a goblin have significant advantage here? He can defend, but that won't put the Giant down. Moreover, as Axly pointed out, the Giant can push back and perhaps trample. Sure, you might have an acrobatic goblin, so that he can remain on his feet time and again, but that's a talent point spent right there, just so the goblin can keep defending time after time.

Ignoring the probability (which is nearly 1 here) that the dagger is a dagger-staff with an attack as a free action, all I see is a stalemate, not a victory.

Of course, the dagger-staff wielding acrobatic goblin might also be a dagger expert, too, so at some point he might feel confident to take a stab or two.
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Old 04-03-2022, 07:10 PM   #28
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Default Re: Weapon Expertise: +1 per die of damage

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How does a goblin have significant advantage here? He can defend, but that won't put the Giant down. Moreover, as Axly pointed out, the Giant can push back and perhaps trample. Sure, you might have an acrobatic goblin, so that he can remain on his feet time and again, but that's a talent point spent right there, just so the goblin can keep defending time after time.

Ignoring the probability (which is nearly 1 here) that the dagger is a dagger-staff with an attack as a free action, all I see is a stalemate, not a victory.

Of course, the dagger-staff wielding acrobatic goblin might also be a dagger expert, too, so at some point he might feel confident to take a stab or two.
I have a Goblin that may need a dagger-staff provided that He figures out how to get one.
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Old 04-04-2022, 05:58 AM   #29
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Default Re: Weapon Expertise: +1 per die of damage

Surely you've brought enough goblins to engage the dragons and giants.


In that case whichever one is attacked defends and the rest attack. ("we're delaying our actions in order to determine which one us slowbro will claw at.")
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Old 04-04-2022, 06:44 AM   #30
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Default Re: Weapon Expertise: +1 per die of damage

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Surely you've brought enough goblins to engage the dragons and giants.


In that case whichever one is attacked defends and the rest attack. ("we're delaying our actions in order to determine which one us slowbro will claw at.")
I've always puzzled over how things should go when one figure is outnumbered. Let's say that A and B are both engaged with X. If A and B can wait and see what X does, so that they can defend if needed and otherwise attack, then X can wait and see what A and B do, so he can attack one who doesn't defend. We appear to be at a stalemate.

Now, you could just say that the figure with lowest adjDX can't wait and see, which would prevent any stalemate. Thus, if A is fastest and B slowest, then in effect, B must decide first, followed by either X or A (and if A still wants to wait, then X is second). That's one solution.

At present, I have a houserule that if X can ask A if he's defending and if so, he can attack B. He can ask just one figure, so if C and D are also in the mix, after asking A, he must commit to attacking B, C or D (who may then Defend). Once A answers the question, if he said he's defending then he is. In this way, up to two attackers may waste their action on Defend (for one, I guess it's not a waste).
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