Basic Roleplaying Forum |
|
Home Forum Downloads Reviews Wiki Gallery Links |
|
|||||||
| Register | Gallery | FAQ | Members List | Calendar | Search | Today's Posts | Mark Forums Read |
|
|
![]() |
|
|
LinkBack | Thread Tools | Display Modes |
|
|||
|
Quote:
As I stated earlier, it depends on where your game is in terms of armoring and whatnot. I play in a game that's more or less RQ3 in a modified Glorantha-like setting (actually based on the old QuestWorld stuff. kinda...). In our game, runemetal is *rare*. Let's face it, given the starting skill levels in RQ3, it's just not that hard, nor does it take that long, for people to qualify for runepriest. You just need some skills at 50% or higher (some 90%s depending on cult), and 10 points of runemagic. So it's quite common for a relatively beginning level priest in our game to have the exact spells and gear combination I mentioned earlier. My point was that without *any* extra gear, or power spent on enchantment, or heroic level augmentation of your character's stats and bodies, they can achieve the sorts of damage levels I was talking about. If you need to add in runemetal armor with perhaps some armoring enchantment to counter it, that's great! But it does not change the fact that those sorts of damage levels really are "normal" for any RQ3 game that uses standard RQ cults and spells. You don't need anything but standard RQ3 rules and spells to obtain them. And it's not even difficult to do! ![]() |
|
||||
|
Quote:
I agree with you it is easy. My point was that, even for warrior cults, offensive spells are not the only way to spend POW, money and time. Characters with such level at least should have also spells and equipment to defend and protect them. I have thus used standard equipment and spells, with a like amount of expenditure. My opinion is that they should also have at least an equal amount in OTHER expenditures (utility spell, like worship deity, healing magic, non combat equipment, perception spells, etc) just to be viable (and accepted). Runequestement votre, Kloster |
|
|||
|
Certainly, and I even tossed in an example of an opposing priest using shield 4 and protection 8 to defend against the guy with the bladesharp and the truesword.
I think that my original point has kinda been lost in all of this. Assuming you use a "dodge subtracts success off attack" system (which most people do use, and I believe is the default "standard" in the BRP rules), then all of those things actually increase the utility of dodge, rather then the other way around. IIRC, runemetal by default is 150% ap and 50% weight, right? This means that it's less restrictive on dodging then normal armor (assuming I'm remembering the weight thing correctly. I know we've always played it that way). So a successful dodge skill will always ensure that you get that armor on every single attack, no matter what. You can't be criticalled unless you fail your dodge skill. As the worn armor value increases, this makes dodge more valuable. Add in armor enchanting of locations and/or armor and this gets even bigger. A shield is nice, but if we're assuming someone with lots of time/power on his hands, he's going to have significant worn armor points even before casting spells (which add even more). His parry becomes pretty small in comparison. When we add in runemetal armor into the equation, my point becomes stronger. So, Joe the orlanthi runepriest can walk around in his rune iron platemail, giving him 12ap on every location. Add to that his shield 4 and his protection 8, and he's sitting at 28ap everywhere. Note, that this is before armor enchantment is even considered. In our campaign, we restrict this to double the normal AP of an item, or the HPs of a location (for armoring skin for example). Some campaigns don't place such restrictions, so it's hard to say what's "typical". If he's facing the guy with a truesword and a bladesharp 8, he could parry and probably do just fine. Average damage with say a broadsword would be sitting at 11+7+8=26. Easily stopped. Even before the parry. Max damage is 36+12+8=56. Not so easy. Even with a parry (but hopefully, not that common either). Note, however, that if Joe makes his dodge (assuming the "level subtracts" system), he can reduce an impale to a normal hit, putting the damage level back into the "I can take this with my worn armor" range. An average impale would do 22+7+8=37 damage. Parried, that'll be stopped. Dodged, that will be stopped. An average critical will do the same damage, but the armor will be avoided (so you just get the parry). Even with a hoplite, he's still taking 19 points of damage to a location (which will probably sever it). Same critical if dodged will result in only 9 points of damage being taken. That will likely put a location under, but not sever it. The point I'm trying to get here is that if you play where dodges subtract the level of success, the whole "critial kills a dodge" concept falls apart. What we find is that as worn armor increases in proportion to parry, dodge actually gets *better* against criticals. |
|
||||||
|
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
The real gain of dodge is that once you've started to dodge, you can continue to dodge all attacks from the same attacker. Runequestement votre, Kloster |
|
|||
|
I think that the real problem is that critical dodges and parries do not allow any advantage against standard and special successes.
I saw that in MRQ (for) a crit combination) a crit parry can riposte. In BRP crit dodges are wasted on normal successes. I have studied some Iaido and done some Kendo and Aikido. In all these Tai Sabaki (body movement) is very important. It allows to move in and out of range of an opponent and strike at the same time as he strikes. The defender simply sidesteps, the attack misses and the defender attacks at the same time he sidesteps. This is an example of a dodge creating an opportunity for an attack. Similarly, I was taught that every parry is an attack. The difference is that in practice we do it short to meet the incomming blade, but in a real situation, the defender would parry the wrists of the attacker, severing them. In addition we were taught how to follow every parry by a strike, as the attackers sword has been safely deflected and unable to strike again or block the defenders attack. That's just my take on this and something I may houserule into BRP.
__________________
BRP 115 of 420 |
|
|||
|
Well, we actually created a whole set of new martial arts skills that higher skilled folks could learn (basically, you had to have a combat skill with 100% attack and parry). Within that system, we introduced things like riposting, splitting skills unevenly if you wanted, better aiming, fumble avoidance, removing impales, increasing average damage (used the old truesword method for this), etc...
Those were add ons though. We specifically left them out of the basic combat system so that they didn't impact lower level combats. The idea is that below 100% skill, you're basically just doing straight attacks and parries/dodges. Nothing special. What you roll is what you get. Oh. We also modded the crit system a bit. Instead of no armor at all, a crit reduces all ap by half (including parry). We found that worked better at balancing out the use of parry versus dodge (for more or less the reasons I've discussed earlier). We also put specific limits on armoring enchantment. In addition to limiting total enchantment to double original APs, we restricted the parrying benefit for armoring shields and weapons. Basically, you can armor enchant a weapon, but you get no extra parrying effect for it. The weapon is just harder to break. Shields can gain up to half again their base AP for purposes of parrying when enchanted. Armor can gain the full x2 APs. The objective in our game was to make each method of defense useful and viable by itself, but with varying benefits. These adjustments worked pretty darn well. Dodging is effective due to the combination of level subtraction and increased ability to potentially armor locations over parrying items. Parrying with a shield is effective due to simply being able to add more to the total APs (since crits only halve, you're much less likely to take damage from a crit from a lesser foe). Parrying with a weapon is least effective at preventing damage, but with our martial arts system allows for ripostes (which by themselves are pretty darn powerful effects). We also use a combat system that allows a character to subtract their natural skill over 100% from an opposing skill. So a significantly better skilled warrior can often make an opponent miss (at at the least drastically reduce the chance of being specialed or criticalled). There's a few other minor house rules we use as well. Obviously, those are pretty significant mods to the base game system. But we've tweaked them over the last 20 years or so and have them pretty much perfect at this point (for our game anyway). We have powerful characters that use any of the three defensive methods. All of them are quite effective. At the lower end, obviously shield parry is pretty dominant, if for no other reason then a higher starting chance and more total APs. However, any method can and does work and all of them become more effective as a character gains skill. I've always found this particular topic to be fascinating, simply because there are so many different ways to approach these skills and so many different seemingly minor rules that can significantly affect how the abilities work and therefore how balanced they are. There's no specifically right way to do this. However, I do think it's important within a game mechanic context to try to make sure that the choices offered to the characters in terms of development have a somewhat equivalent pro-con balance. If everyone in your game uses shields because that's always a better way to go, it might be a good time to look at why that is and maybe make some adjustments. Same thing with dodge. At one point in our game, dodge was actually too overpowered (trust me. It's possible!). Whatever works and makes your players happy is good though... |