Weapon Expertise: +1 per die of damage
Scale Weapon Expertise and Mastery so that larger weapons get a bigger cut. (Pun intended.)
And also reduce defend dice by half the number of dice of damage the offending attack does minus the defending weapon dice or shield hits stopped. (round up): Hence ST 40 giant's "spiked club" does 4d+4 and a master fencer attempts to defend with a very fine rapier of 1d+4, that's a three die advantage so it takes two dice off the normally 6 dice super defend. The giant needs to roll his DX of 10 minus 2 for Mastery or adjDX 8 on only 4 dice instead of six. A Large shield normally stops 2 hits and with Shield Expertise this is 3 hits, so a battleax at 3d has no advantage and the shield defense requires a 4 die roll to hit. (-1 to DX for the Shield Expertise of course.) |
Re: Weapon Expertise: +1 per die of damage
It's an interesting idea, Henry, but what is the motivation? Is it realism or game balance?
I don't know much about combat, so I can't speak much on realism. I guess you're figuring that the big ol' battleaxe is hard to parry and so that makes a hit easier, though it seems to me that a failed parry would still blunt the blow somewhat. In terms of game balance, this would make big guys that much more difficult to fight. There's some sense to that, since I've found that ogres, for instance, are not all that difficult to beat. However, we'd have to keep in mind that this cuts both ways and the high ST PC would gain additional advantages that might screw up the current balance. For instance, the rapier fencer would suddenly have no defend bonus against someone armed with a lowly saber. (A saber is 2d-2 compared to the rapier's 1d, for a difference of one die[1], so that's one die off of the normally 5d roll.) Of course, there's the additional issue that this is another rule easy to forget in the heat of battle. [1] If 2d-2 does not count as a one die advantage over a 1d (or 1d+1, due to Fencer talent), then adjust the weapon up as needed. |
Re: Weapon Expertise: +1 per die of damage
It's in dice, but the Rapier with Fencer talent is normally a 5d defend, so facing a saber cuts this down to a 4d defend. (At -1 for Fencer)
When facing big weapons use a big shield with Expertise, as per all of human history. |
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It's an interesting suggestion. I suppose that the minimum number of dice is still three for the big galoot -- that is, that this rule only takes away additional dice granted by defend, which is what you meant by "defend dice". Thus, the fencer still has an advantage over the non-fencer, since the galoot rolls four dice against the fencer and only three against the non-fencer. This has the effect that Defend isn't a viable option for low ST characters in many situations. There's no benefit at all for the (non-Fencer) rapier user to defend against a fighter with a sabre -- though he can still defend against an ST 10 hammer user. In effect, this makes Ax/Mace an even worse choice for the middling ST fighter. I'm not saying these are bad consequences. Poor Molly and wizards in general are often going to lose the Defend option with either staff or dagger and be that much more fragile. In terms of realism, I think that effect makes sense. An ST 6 dagger wielder surely can't parry a battleaxe effectively (parry in the sense of the Defend option; the Two-Weapons parry option is unchanged by this rule). In terms of game balance, this may be a very big change. |
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Fair enough. I was thinking of the one-handed parry option, not the two-handed.
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Re: Weapon Expertise: +1 per die of damage
Adding 1 per die of damage would make Weapon Expertise more appealing to characters strong enough to wield 3d weapons. As it is, the talent's primary attractions are the defensive benefits.
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Of course you start with expertise because ST is much cheaper than talents.
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A ST 9, DX 12, IQ 11 character with expertise needs 700XP to become ST 13. A ST 13, DX 12, IQ 11 character requires 1500XP to gain expertise. But, of course, someone might start with the latter character and later realize that expertise would be really good to have (especially given your house rule). ETA: I've a house rule that the first two talent points can be bought at half-cost, just to encourage character diversity and the early gaining of talents. Thus, the ST 13 character could gain expertise for a cheap 1000XP -- still more than the ST 9 expert needs, but not double. |
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(The suggestion to "see below" is a bit roundabout. You have to flip through the whole book until you come around to the other side and eventually to the page before Weapon Expertise.) So, the only ways to get expertise with sword and ST 13, starting from a 32 point character, are to buy expertise later in the game or to buy it at the beginning but not use it until you reach ST 11 and the short sword, which would be more than a bit suspect. |
Re: Weapon Expertise: +1 per die of damage
So heavier swords are worse with expertise than lighter swords are.
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How so?
It was already the case that you could use Fencing only with rapier or saber. The "new" discovery (thanks, Shostak) is that you can't use expertise with rapier or saber. I don't see how this makes heavy swords worse. If Fencing is better, then heavy swords were already worse. Anyway, as usual, Henry, there are many advantages and disadvantages that you overlook when proclaiming that one thing is better or worse than another. If you want to do more damage, then a heavy sword is better than a light one, generally speaking. |
Re: Weapon Expertise: +1 per die of damage
Broadman, Human, age 20
ST 12, DX 12 (11), IQ 8, MA 10 Talents: Knife, Shield, Sword Language: Common Weapons: dagger (1d-1), fine broadsword (2d+1) Armor: Large shield stops two hits Thinman, Human, age 20 ST 9, DX 12, IQ 11, MA 10 Talents include: Fencer, Knife, Shield Expertise Language: Common Weapon: dagger (1d-1), very fine rapier (1d+3) Armor: Small shield stops two hits, -2 to be hit Broadman hits (adjDX 9) 37.5% for an average of 6 hits past the shield, hence 2.5 hits/turn Thinman hits 74.07% for an average of 4.5 hits past the shield, hence 3.3 hits/turn Broadman does have the advantage due to Reactions to Injury, hence the heavier sword is better. |
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Returning to the original idea... I find the proposed defensive adjustments intriguing, Henry. Have you playtested this at all or is it just a thought experiment at this point?
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Re: Weapon Expertise: +1 per die of damage
A mathematically informed wild guess.
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My first question is, what are you trying to fix? This applies to both the offensive and defensive changes you proposed.
Regarding the offensive change (+1/damage die proposal), this would break the balance of the weapon table for weapons of difference dice at the same ST. So, a mace will get more enhanced damage than a hand axe, spear or quarterstaff (all being ST 11 weapons). The mace already has a better damage spread and now this makes it worse. I already with Shostak's take, "I don't think one can say that a shortsword dealing 2d damage is objectively better than a broadsword dealing 2d+1 or a two-handed sword inflicting 3d." That is, I don't see a need for this change. This change implies you find weapon expertise not effective enough. Thus my first question. The way I see it weapon expertise seems to be a very good buy, thus this is not a needed change for that perspective either. Regarding the defensive change (reducing defensive dice based on relative weapon damage). In real life parrying/defending is a complicated thing. In a fight against a foe of roughly the same capability, having a lighter weapon/shield makes it easier to be your block in the way of your foe's weapon. Having a larger blocking surface (eg. a bigger shield), is both good and bad. I makes it a slower blocker but it may already be in the way of the shot without having to move. When talking about shields, typically in a one-on-one fight you are better off with a smaller shield, assuming you can match the speed and skill of your foe. If not, then the bigger shield may be better. When facing multiple foes (say in a shield wall), then a bigger shield is better. That is just size/mass/weight of the weapons. There is also the shape (axes and sais), durability and number of hands on it that contribute to its ability to block. But damage does not equate size/mass so it is not a good match there. Long story short is, I am not sure adding this extra complexity is a good thing. Thus back to my first question. Is it you find the expertise skills too effective and wish to reduce their affect? If so, then yea maybe this is a good change. Or is the purpose of both of these to give ST more of an advantage? If you are adding complexity, it is good to have a clear reason for doing so. |
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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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. |
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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Goblins cannot defend while being trampled underfoot. ;-) Yes, I hear ya. |
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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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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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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). |
Re: Weapon Expertise: +1 per die of damage
And if each figure has picked "wait", I declare the turn over.... and the asteroid that's about to obliterate the entire map is now one turn closer to landing on everyone. So let's begin that next turn.
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Oh big. Really really big. Mega mega big. Everything on the dining room table - both sides. Except my croissant. Nobody touch my croissant.
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Figures act in (polearm charge, then) adjDX order. (Usually, this means figures take that opportunity to attack as soon as they can, as that's generally how fights are won.) If more than one figure for some reason elects to delay their action, then when all figures have acted, those delaying figures get asked in reverse adjDX order what they do, and they can no longer delay without losing their action for the turn. This is rarely needed, but it solves all such problems. |
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Suppose that A and B are in X's front hexes. Consider the following possibilities: (1) A and B have lower adjDX than X. They have not explicitly declared any action and X announces that he will attack A. Can A then announce Defend? Or must he announce it back in the movement phase? If A announces Defend at the point that X announces he will attack A, is X locked in or can he decide to attack B? (2) Same adjDX ranking as (1), but A announced during the movement phase that they would be defending. X decides that he will attack B. Can A switch to attacking X when his turn comes? (Explicitly so, per the new qualifications in the main forum, but I'm asking about your ruling.) (3) Same as (1), but A and B have higher adjDX and have decided to wait and see. Does this change anything? |
Re: Weapon Expertise: +1 per die of damage
Hexagram #9 suggests that everybody take a half move, declare Defend, then when their turn to act comes (delay is an optional rule!) they switch to attack if they've not been attacked yet.
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So I would prefer to play that it would go like this: Movement: No one bothers to pre-declare anything. X: I attack A. A: I defend. (X cannot back out of his attack on A at this point, because that would make an endless loop possible.) But I don't mind playing like below, in your case (2): Quote:
X: I attack B. (B must now defend - resolve the attack) A: No one's attacked me. I change my option and attack X. (If A can't do that, then A needs to waste their whole turn doing nothing. I see that as a big problem, and an extra reason to almost never Defend.) Quote:
A & B: We delay our action. X: I delay my action. (everyone else acts) X: Ok, I need to choose. A & B get to choose whether to defend or attack based on what X does. If you DO require pre-declaration to Defend, then you get something slightly different: A & B: We Defend, and delay our action. X: I delay my action. (everyone else acts) X: Ok, I need to choose. If X attacks A, A must Defend. B can attack. Quote:
In practice, few melee fighters want to defend when attacked. They almost always just attack. |
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I really only allow delaying actions (it is optional), for timing of spell casting with Aid.
For example, your wizard has a higher DX than his apprentice. The wizard delays casting his spell until his apprentice has casted Aid. The same DX count the Aid goes off, the wizard casts. |
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Particularly when you let people say they Defend or Dodge in response to attacks, this makes complete sense, because then no one ever needs to pre-declare an intent do Defend, so if they're not attacked then they certainly don't (and if they are attacked, they rarely do either, because they want to attack). If you do require pre-declaring Defend, then there is a cost to doing so, in that you must defend if someone attacks you, which most fighters do not want to do. |
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Here's the situation as I see it. There are two easy cases.
Now the interesting case is this: X's action comes before A's (whether due to adjDX or holding an action) and A has not declared a Defend action previously. What happens then? There are a few possibilities I can think of offhand.
(1) limits the ability of A to react to actions by choosing to Defend. It's pretty drastic. (2) can force A to choose to Defend even though he's not Attacked because X chose a different action. (3) gives A the ability to Defend if X attacks and Attack if X doesn't, which puts X in a hard place if A has an ally with him. If X attacks, his target will defend while the other guy attacks. (4) has the same effect. I don't want (3) and (4), because a one-on-two battle is already hard enough. With those two options, X will have to roll 4 (or more) dice to hit one guy while the other guy rolls 3 to hit him. One-on-two should be deadly, but that's just not even fair. I have my own half-thought solution, but I don't like it much, so I'd like to hear how others play it. |
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(Skarg's players rarely defend, but I do think that having one guy defend while the other attacks seems like a winning strategy to me in most situations, just so long as their opponent is wasting his attack on the defending fella.) |
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* It's the fastest and easiest. * It doesn't require pre-declaring (which never happens in the examples, slows play, and requires remembering what everyone's declared option was. * No one ends up wasting their turn because they pre-declared an action that ends up being meaningless or inappropriate when their turn to act comes up. * It lets characters who find themselves confronted by something extra-deadly, try to do something to avoid getting killed. * It makes Dodge and Defend slightly more useful, and more likely a fighter will actually choose to use it sometimes for tactical reasons, instead of just always choosing Attack. |
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A "2 vs 1" is almost never a case of two foes staying in one's Front hexes for a series of turns - there's almost always more to it, such as an ally who can come help, and possibility of getting away and fleeing. So again, having one of the two foes not attack, tends to be a good outcome. Also, very frequently, the two figures will move to opposite sides of their single foe. At this point, the single figure can only face one of their foes, and that foe can choose to Defend if they want to, while the other foe attacks the single figure at +2 DX or +4 DX on 3 dice. |
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Besides, even if I decide that NPCs choose suboptimal tactics, I can't insist my players do the same. |
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The main thing that bothers me with options (3) and (4) is that the person considering a Defend action has more information available than one considering an Attack action. If A can choose Defend in reaction to X's choice to Attack, then his decision is better informed than X's. X doesn't know what A is doing when X chooses Attack. A knows what X is doing when he chooses Defend (or he can change his order later).
Skarg's right that a two-on-one with both figures in the front hexes of the lone guy isn't usually a stable arrangement. It's usually only one turn. But for that one turn, I see the following possibilities: (1) X Attacks A. Then A Defends and B Attacks X. (2) X Defends. Then both A and B change their options to Attack X. My current houserule is not ideal, but works to undo some of the advantage that A and B have. If A reacts to X's declaration of an Attack by Defending, then X can change his order. This can only happen once per turn, so if B declares that he is also Defending, X can't change to attacking C or back to A. Similar concerns apply to missile weapons. If A and B are fighting X, all with missile weapons and none moving more than one hex, then either X wastes a shot on a dodging figure while the other figure shoots at X or X dodges while both figures shoot at him (assuming that the figures are keen on dodging, of course). The two-on-one advantage is made worse because those who choose a defensive order do so knowing that the opponent will be attacking them. A Dodge/Defend is thus never wasted, but an Attack order may often be against a suboptimal target. |
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Think of it this way: I would regret a Defend action if I am not Attacked (it's a wasted action). But, according to RAW, I can always change a regrettable Defend. I would regret an Attack (usually) if I Attacked a target who Defended while there was another possible target not Defending. According to RAW, every time I choose to Attack in a two-on-one, I'm likely to regret it. That's the asymmetry I don't like. |
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But, as mentioned earlier, deferring action until a foe commits to an action is always an option; if one figure attacks (and you survive) immediately counterattack while they can't defend. |
Re: Weapon Expertise: +1 per die of damage
My preference is to say that whole turn actions like Dodge and Defend are committed the moment actions start. If you're not sure if you want to Defend then say something else and switch to Defend when you know.
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