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#11 |
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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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#12 | |
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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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#13 |
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Join Date: Jan 2008
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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.
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If I say something, don't take it seriously... I really don't know what I'm talking about. |
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#14 |
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Join Date: Apr 2010
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@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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#15 |
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Join Date: Oct 2005
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#16 |
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Never Been Pretty
Join Date: Jan 2005
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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 Defense 5 6 7 8 9 10 11 12 13 14 15 16 5 4,501028807 8,916323731 15,53926612 24,81138546 35,84962277 47,77091907 59,69221536 70,73045267 80,00257202 86,6255144 91,16941015 94,03292181 6 4,372427984 8,573388203 14,87482853 23,69684499 34,19924554 45,54183813 56,88443073 67,38683128 76,20884774 82,51028807 86,96844993 89,91769547 7 4,179526749 8,058984911 13,87817215 22,02503429 31,7236797 42,19821674 52,67275377 62,37139918 70,51826132 76,33744856 80,6670096 83,74485597 8 3,909465021 7,338820302 12,48285322 19,68449931 28,25788752 37,51714678 46,77640604 55,34979424 62,55144033 67,69547325 71,84499314 75,10288066 9 3,587962963 6,481481481 10,82175926 16,89814815 24,13194444 31,94444444 39,75694444 46,99074074 53,06712963 57,40740741 61,34259259 64,81481481 10 3,240740741 5,555555556 9,027777778 13,88888889 19,67592593 25,92592593 32,17592593 37,96296296 42,82407407 46,2962963 50 53,7037037 11 2,893518519 4,62962963 7,233796296 10,87962963 15,21990741 19,90740741 24,59490741 28,93518519 32,58101852 35,18518519 38,65740741 42,59259259 12 2,572016461 3,772290809 5,572702332 8,093278464 11,09396433 14,33470508 17,57544582 20,57613169 23,09670782 24,89711934 28,15500686 32,30452675 13 2,301954733 3,0521262 4,177383402 5,752743484 7,628172154 9,653635117 11,67909808 13,55452675 15,12988683 16,25514403 19,3329904 23,66255144 14 2,109053498 2,537722908 3,180727023 4,080932785 5,15260631 6,310013717 7,467421125 8,53909465 9,439300412 10,08230453 13,03155007 17,48971193 15 1,980452675 2,19478738 2,516289438 2,966392318 3,502229081 4,080932785 4,659636488 5,195473251 5,645576132 5,967078189 8,830589849 13,3744856 16 1,903292181 1,989026063 2,117626886 2,297668038 2,512002743 2,743484225 2,974965706 3,189300412 3,369341564 3,497942387 6,310013717 10,90534979 Code:
Margin High Wins 0 45,35751029 1 54,64248971 2 63,68955761 3 72,06147119 4 79,41529492 5 85,5366941 6 90,35279492 7 93,92361111 8 96,41203704 9 98,03240741 10 99,00977366 Last edited by Dragondog; 04-13-2010 at 10:34 PM. |
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#17 | |
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Join Date: Dec 2006
Location: Houston
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Quote:
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 |
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#18 | |
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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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#19 | |
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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Quote:
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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My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
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#20 | |
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Join Date: Aug 2007
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Quote:
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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Fred Brackin |
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