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"Opposed Rolls... higher skill wins ties."
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Don't flame me, I ain't flamin' you! Yes, it's nice and civilized here - I haven't been to that Other Place for ages...
![]() I'm not interested in roasting anyone, just finding the best system. You may well be right that it won't be very near the intuitively-correct 50% mark, though it's probably less clear-cut for lower skills. Time permitting, I'll do some calculations on those odds (but if anyone else would care to, please feel free!). The simpler the system, the better. (Surely as a C man you can appreciate that). One mechanic would be better than two. Would you care to tell us about the unopposed roll mechanic you use for weapons v shields?
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Read carefully, I'm a C++ man. Complexity is my business
![]() The point has been discussed variously on That Other Forum. The blocking mechanics is the "default" one used in RQ3 and the original MRQ: I hit, you parry by placing your "thing" between my weapon and your body, and - "whack!" - your "thing" takes the damage instead of you - better have a very sturdy "thing" with high AP. This is exactly what a not-exceedingly skilled shield user does. The roll is basically unopposed. The attacker's skill is less important in this case, since the defender is relying on his shield mass to block, rather than on finesse. This is not what a skilled fighter does with a weapon. When a competent fighter parries, he attempts to deflect the blow, not simply intercept it. It is a matter of finesse, and the parry is all or nothing. This is better portrayed with an opposed roll, where the higher skill is likely to have the upper hand. |
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Well, I like the simple old "whack - clang" mechanism. And (call me an old fashioned C man if you will) I still say that a simpler solution is a better one (and certainly better than two different solutions).
If as you say higher-skilled fighters learn how to deflect, rather than intercept, I'd say that's a good reason to introduce a "Deflection" ability at, say, 100%+ (like Splitting Attacks). That could give the 'sorry but your hit actually missed' effect in some way, without the complexity of opposed rolls in combat. The idea of this sort of extra (perhaps less-than-Legendary) Ability (dare I say 'Feat'?) was mooted in another thread recently.
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I think part of it has to do with the era and weapons, too. I can see deflection if you are talking about rapiers, sure. Broadsword and shield, I don't know. From personal experience I do know that after a while it gets hard to even get a shield in position.
The thing is, in a rpg you are looking for the feel of combat without necessarily getting every little nuance of combat style and function down pat and portrayed perfectly (at least for me). You don't need mechanics like opposed rolls and 'feats' to have a perfectly good, accurate feeling (as emulating your favorite movie or historical novel) and fun game. Give me the middle of the road complexity of Stormbringer or RQ or CoC any day. I not only like simple, but don't even like to see some of the complicating options in the new book...because they are not needed, and BRP does not need and should not try to be computer science. |
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Interesting idea, but I'm sceptical of introducing the mathematics of opposed rolls into combat, when I think the parry rules work well as it is. I do think all shields should have higher AP than weapons though. Deflecting would be hard with heavier weapons too... Hmm.
![]() SGL. |
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Deflect poleaxe with a dagger is hard? Yes it is. Give a -20% penalty per SR of difference when parrying. Fist or dagger vs. sword - bad. Sword vs. halberd - bad. Dagger or fist vs. poleaxe - suicidal, unless you are Bruce Lee - and even he would think twice.Last edited by RosenMcStern; April 21st, 2008 at 21:26. |
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I've always played that on an opposed roll where both sides succeeded, they both, well. succeeded.
So, for instance if someone has a successful Search against a successful Hide, then both succeed: the person Hiding is hidden, but the searcher has found Something, maybe a footprint, maybe a broken branch. I've always found that much more interesting than a win/lose outcome. If one person has a higher success, that does win, "It is clear that the Duck thinks her's totally hidden (Success), but you can see the end of his bill (Special Success) through a hole in the log he's behind." Steve
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