Re: Question about the maths behind attack roll and defense rolls
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Re: Question about the maths behind attack roll and defense rolls
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(I'm not saying there's anything wrong with wanting convenience, I'm just verifying what your position is.) And in any case, even if you bump them up to Skill 26, the 5% hit chance is hyperbolic. Skill 26 means Parry 16 (and what the heck, let's give them Combat Reflexes and Enhanced Parry 1, for a Parry of 18). The attacker can take a -16/-8 Deceptive Attack, dropping both the attack and the parry to Effective Skill 10, and there would be a 25% chance of successfully striking the defender. A -14/-7 deceptive attack: 27.8% -12/-6: 24.4% So the -14/-7 is the optimal point, giving you a 27.8% chance of success per turn. If you adhere to the "one-second turn" idea, then that means that there will be about one strike per four seconds per swordsman. It's not unreasonable, then, that such an encounter might last 15 seconds or less. That's also disregarding other attack options. If the attacker uses a Committed Attack (Determined), he can get up to 37.1% with a -16/-8 Deceptive Attack, but he'll be in a bad spot defending afterwards. And then of course there are Feints (and Beats and Ruses), dozens of techniques, rapid strikes, etc. |
Re: Question about the maths behind attack roll and defense rolls
Right... okay, I forgot the formula... ungh... I think, and I hope I got it right this time, it's...
(((Chance to hit)-(Crit Chance))*(Chance to fail Active defense))+(Chance to Crit) And when you have combat reflexes, you have probably within 5% of one out of three chance to hit the target... sorry I got things backwards. The idea is that two master swordsman attacking each other several times before first blood may seem unattractive to some... if it is, you can always fast-draw first if you havethe higher speed and slice the guy with a deceptive All-Out Attack (Double) and get him before he does anything... I mean that's what I'd do if I was put into the situation... unless he already has his blade ready, then I would throw something and run, hide behind the corner and get him when his back is turned... or something else delightfully cheesy. If you want it to take longer, take enhanced block, a shield, and wear the heaviest armor you can afford... and this just skims the surface... ...and I'm way off topic by now. |
Re: Question about the maths behind attack roll and defense rolls
@landwalker you are correct, i am willing to sacrifice realism for (in this case) game flow. but as i said, i didn't understand the significance of deceptive attack so this particular fudging won't be necessary when my game starts.
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Re: Question about the maths behind attack roll and defense rolls
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Re: Question about the maths behind attack roll and defense rolls
This is what it means.
The first table has the percentages as they stand today. The second table has the percentages if you use the quick contest rules. In quick contest, the only thing that matters is the difference between the stats that are compared, so the listed a margin is the difference between attack and defense. And it shows the percentages of how often the character with the higest stat will win. Code:
Attack Code:
Margin High Wins |
Re: Question about the maths behind attack roll and defense rolls
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I jsut finished my first few web pages on the subject (Check my sig). I even have a google spreadsheet dedicated to the cause. (Chance of a Crit) + (Chance of a Hit thats not a Crit)(Chance of Failed Defense) there is also the matter of how likely you are to penetrate armor. (The odds your DMG exceeds theri DR). Its all under the GURPS and game Balance link. Nymdok |
Re: Question about the maths behind attack roll and defense rolls
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This may not apply to all fighting styles, but I'd say it's an accurate model for several. In fencing matches it's been my experience and observation that mid-level fencers give the most "entertaining" matches. The high-level fencers strike so quickly that one or the other has blown through to their target in a handful of seconds. (Granted, this is under competition-safety conditions where the round is over upon a successful hit - but I can only imagine the real-life swordfight experience wouldn't be much different. Once you start taking damage, you're into the vicious cycle of injuries hampering performance, leading to more injuries.) |
Re: Question about the maths behind attack roll and defense rolls
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Turning my observations to GURPS, what I've seen is that good practitioners basically throw Deceptive attacks that bring their hit chance down to a net of 13-14 as a matter of course (after footing, which is almost always good, and hit location and use of Techniques are accounted for). You throw the bestest blow you can without flailing, and you do it every time it matters. The only time you don't do this is when you're using lower skill than you have in order to teach... |
Re: Question about the maths behind attack roll and defense rolls
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To use the numbers from Basic Critical hits go from 1.9% at 14 or less to 4.6% at 15 to 9.3% at 16. Skill 16 also drops Crit Fails from 17-18 to just 18. So the chance of getting in that fight-ender more than double by going from 14 to 15 and double again from 15 to 16. The chance of spazzing out goes down by a factor of 4 too. That's actually a very sharp delineation in "real" Skill levels. So fights between masters really might be shorter. |
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