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#1 | |
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Join Date: Oct 2005
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Quote:
It also gives an relative advantage to attackers who know what the defender's skill is. |
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#2 | |
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Join Date: Apr 2010
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Quote:
huh. |
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#3 |
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Join Date: Oct 2005
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#4 | |
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Join Date: Apr 2010
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now i'm thinking that won't be necessary. |
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#5 |
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Join Date: Dec 2008
Location: Cumberland, ME
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Why would you expect two master swordsmen to rapidly dismember each other instead of to have a long, drawn-out duel?
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#6 |
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Join Date: Apr 2010
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i wouldn't expect them to, but under my previous understanding of the rules, I would PREFER they chop each other up quickly as opposed to having a net 5% chance to hit per turn.
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#7 | |
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Join Date: Dec 2008
Location: Cumberland, ME
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Quote:
(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. |
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#8 | |
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Join Date: Apr 2010
Location: The Hall of Fallen Columns
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Quote:
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.) |
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#9 | |
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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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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...
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#10 |
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Join Date: Feb 2006
Location: Not in your time zone:D
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Possibly because he was intending to extend the Crit Success beyond 6. A Crit on your attack allows no defence, therefore, higher Crit chances for Masters would mean shorter fights than for novices. Tempting.
__________________
"Sanity is a bourgeois meme." Exegeek PS sorry I'm a Parthian shootist: shiftwork + out of country = not here when you are:/ It's all in the reflexes |
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| dodge |
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