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#21 | |
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Join Date: Dec 2021
Location: Indiana
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Quote:
Last edited by Bill_in_IN; 12-08-2022 at 07:59 AM. |
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#23 | |
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Join Date: Sep 2018
Location: North Texas
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Quote:
https://forums.sjgames.com/showthrea...34#post2461334
__________________
“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos |
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#24 |
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Join Date: Dec 2004
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An alternate possibility would be a new Talent that reduced DX penalties for armor requiring minimum ST. Kind of a way of bringing back the effect of high ST without becoming automatic.
https://forums.sjgames.com/showpost....8&postcount=36 |
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#25 |
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Join Date: Aug 2004
Location: Pacheco, California
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For a ST 10 human:
As for a talent, just apply Toughness level against armor (but not shield) DX reductions to bring back the tanks.
__________________
-HJC |
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#26 |
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Join Date: Nov 2022
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I read somewhere rules that included Fatique Factor(FF).
FF was equal to ST - Armor. Armor has an effect on MA and FF, e.g. Leather Armor - 2MA I - 2FF, had no effect on DX. During a skirmish, each action costs 1FF. A warrior fights as long as he has FF or win/die/escape |
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#27 | |
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Join Date: Oct 2015
Location: New England
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Quote:
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#28 |
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Join Date: Aug 2004
Location: Carrboro, NC
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As always, the solution depends on the problem you're trying to solve. If you want there to be more armor you could just reduce the DX penalty for armor by 2 across the board.
Or you could base the reduction on ST: ST 10 or less: armor gives listed DX penalty. ST 11-13: 1 point less DX penalty ST 14-15: 2 points less, etc. Every time you make the game more granular, you add rules and complexity. Whether it's worth it or not is up to you. |
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#29 |
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Join Date: Nov 2022
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I had some fun but I made the first version of my code.
I know it's all about numbers, not about the soul of the game :), and I hope I don't have some big bug in the code warriors run away (ST<4, lose or destroy weapon), no second weapon, no defense, no movement, Death(ST=0) base test (same fighter type on both sides): 10000 TribemanA(ST11,DX13,DEF0)(Shortsword) : Life->5086 Unconscious->816 Escape->531 Death->3567 ------VS------------ 10000 TribemanA(ST11,DX13,DEF0)(Shortsword) : Life->4966 Unconscious->856 Escape->571 Death->3607 the results are similar Last edited by Kolk; 02-12-2023 at 11:21 AM. |
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#30 |
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Join Date: Nov 2022
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so i added small shield
small shield test 10000 SwordmanB(ST11,DX13,DEF1)(Shortsword Small Shield): Life->5891 Unconscious->727 Escape->733 Death->2649 ------VS------------ 10000 TribemanA(ST11,DX13,DEF0)(Shortsword): Life->4159 Unconscious->989 Escape->644 Death->4208 small shield helps |
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