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Old 04-19-2021, 02:10 AM   #13
Steve Plambeck
 
Join Date: Jun 2019
Default Re: Is initiating HTH overpowered?

Quote:
Originally Posted by Acheron View Post
The chance of initiating HTH is not influenced by any stats at all. Anyone has 66% chance (80% from behind) of succeeding, and thus knocking down and disarming an opponent (who might or might not be able to draw a dagger in response).
One way to dampen the efficacy of attempting HTH, without messing with the other rules, is to come up with your own table for the results of that 1d6 roll. You can extend the odds of the highest and lowest results too by applying some simple modifiers to the roll.

This is just an example. As in the RAW, the defender wants to roll high.


THE ROLL TO REPEL A HTH ATTEMPT – defender rolls 1d6 and on:

1 or 2 ----- INITIATING HTH SUCCEEDS, defender cannot draw dagger, but may keep & use one if it was already drawn

3 or 4 ----- INITIATING HTH SUCCEEDS, but defender draws & readies dagger if they were wearing one

----- 5 ----- INITIATING HTH FAILS, attacker shoved back to hex they came from

6 or more - INITIATING HTH FAILS, attacker shoved back to hex they came from and the defender automatically hits them with their weapon

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~
MODIFY THE RESULT OF THE DEFENDER’S ROLL AS FOLLOWS (all modifiers stack):
+1 ---- If the attempt came from a FRONT hex
-1 ----- If the attempt came from the REAR hex
-2 ----- If the attempt was by a large predator (wolf, bear, lion, etc)
+1 ---- If the defender is at least 2ST stronger than the attacker (this gets an attribute involved)
+2 ---- If the defender is at least 4ST stronger than the attacker (and deters those pesky swarms of weaklings)
+4 ---- If the attempt came from a Prootwaddle
+3 ---- If the attempt came from a berserk Prootwaddle (gotta give the little guy one chance)
+/-1 -- Plus or minus 1 for each level of difference in Unarmed Combat talents between the attacker and defender


Points for noticing that using a -1 modifier for an attempt from the rear means you can forget having to roll that pesky do-over when a 6 came up on an attempt from rear. That's one change definitely worth keeping.

That's just an example. In this case things are a little better than they were for the defender under the RAW, but obviously you could adjust those numbers easily to make things harder or easier for either side. You could diversify the results more, and put in some quirky stuff. Say, -4- attempt fails, attacker's shoelace was untied and they fall unarmed at the defender's feet :>
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Last edited by Steve Plambeck; 04-19-2021 at 02:43 AM.
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