Defence only viable stance for experienced characters
Re: Defence only viable stance for experienced characters
Why do you want characters to choose other stances? Purely for variety?
The best reason for highly skilled characters to choose other than Defensive stance is to perform non-combat actions. Since they're so skilled, they have some slack time they can spend on these. That is, skilled fighters create their own variety in combat.
Since The One Ring isn't meant to be a combat-focused game, I would just consider this situation a sign that there's a bit too much fighting going on, or that the opposition is too weak. The rule book recommends one combat every two sessions. In the immortal words of Gary Gygax, "Combat at best is something to be done quickly so as to get on with the fun."
The best reason for highly skilled characters to choose other than Defensive stance is to perform non-combat actions. Since they're so skilled, they have some slack time they can spend on these. That is, skilled fighters create their own variety in combat.
Since The One Ring isn't meant to be a combat-focused game, I would just consider this situation a sign that there's a bit too much fighting going on, or that the opposition is too weak. The rule book recommends one combat every two sessions. In the immortal words of Gary Gygax, "Combat at best is something to be done quickly so as to get on with the fun."
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Re: Defence only viable stance for experienced characters
This is all stuff that I'm looking forward to modeling on my simulator.
I'll type faster.
I'll type faster.
The Munchkin Formerly Known as Elfcrusher
Journey Computer | Combat Simulator | Bestiary | Weapon Calculator
Journey Computer | Combat Simulator | Bestiary | Weapon Calculator
Re: Defence only viable stance for experienced characters
Combat however uncommon still needs to feel right. If the scene leaves the players feeling frustrated or even annoyed then this will carry over to other scenes.
I suspect many here have been RP'ing for 20+ years and they know what works in systems and what does not. Many otherwise good settings have been shelved because of weaknesses in the system. I ran the Decipher version and punted it into touch after only a few sessions despite its setting.
That people here agree with this perceived weakness in the system but are looking to work with the system, to me indicates that this system in many ways is superior to what has come before and it is therefore worth finding solution rather than pretending it is perfect as is.
I suspect many here have been RP'ing for 20+ years and they know what works in systems and what does not. Many otherwise good settings have been shelved because of weaknesses in the system. I ran the Decipher version and punted it into touch after only a few sessions despite its setting.
That people here agree with this perceived weakness in the system but are looking to work with the system, to me indicates that this system in many ways is superior to what has come before and it is therefore worth finding solution rather than pretending it is perfect as is.
Re: Defence only viable stance for experienced characters
I would strongly advise against a second attack. In my experience that's a good way to unbalance thing. A character with two attacks has, potentially, twice the damage output than a single attack character. If he can gang up all his attckas against a single target that makes him a bit too powerful for his own good.mica wrote:Thanks for the comments, some interesting stuff. How do you apply rolls for defending and how does stance affect this?
I had considered giving forwards characters 2 attacks (or intimidate and an attack), open characters a single attack and a rally, and defensive, just a single attack (and their use of a defend should they need it). But as you say, with big monsters that will always hit irrespective of stance, there then becomes no point in not going forward.
Just the usual two coins.
"What is the point of having free will if one cannot occasionally spit in the eye of destiny?" ("Gentleman" John Marcone)
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Re: Defence only viable stance for experienced characters
Because at lower "levels" stance choice is an interesting choice, and interesting choices are the essence of game design. It seems a shame for it to become a non-choice further into the game.Stormcrow wrote:Why do you want characters to choose other stances? Purely for variety?
The Munchkin Formerly Known as Elfcrusher
Journey Computer | Combat Simulator | Bestiary | Weapon Calculator
Journey Computer | Combat Simulator | Bestiary | Weapon Calculator
Re: Defence only viable stance for experienced characters
Interesting stuff, Corvo. Always like to see how game systems evolve at other peoples' table.Corvo wrote:As I wrote, it's a lot of houseruling, but since you are asking...
I've not read it yet, just looked at tables and pretty pictures and the like, but Shadows of Esteren appear to do something similar with stances in its rules. It's a gorgeous game, by the way; I'd recommend any TOR fan picking up for the artwork and production values alone.Corvo wrote:-In Forward stance you roll +1d6 to Attack and a -1d6 to Defense.
In Defensive stance you roll -1d6 to Attack and a +1d6 to Defense.
In Open stance you got no modifiers.
TOR resources thread: viewtopic.php?f=7&t=62
TOR miniatures thread: viewtopic.php?t=885
Fellowship of the Free Tale of Years: viewtopic.php?f=7&t=8318
TOR miniatures thread: viewtopic.php?t=885
Fellowship of the Free Tale of Years: viewtopic.php?f=7&t=8318
Re: Defence only viable stance for experienced characters
You're right, barring the use of Combat Options there's no need for a high ranking weapon skill character to sit in anything other than Defensive. It make him harder to hit and with 4 or more dice in a weapon is fairly easy to overcome.Elfcrusher wrote:Because at lower "levels" stance choice is an interesting choice, and interesting choices are the essence of game design. It seems a shame for it to become a non-choice further into the game.
Maybe it's worth creating further combat options that can only be done in Forward or Open stances. Personally, I already GM that movement in Defensive stance is less than other more aggressive stances, perhaps there's room for other strategies and situations that can be employed to promoted more use for Forward and Open. Perhaps those in Forward and Open stances can make multiple attacks (obviously being careful to balance this and not make it too powerful)? etc...
TOR resources thread: viewtopic.php?f=7&t=62
TOR miniatures thread: viewtopic.php?t=885
Fellowship of the Free Tale of Years: viewtopic.php?f=7&t=8318
TOR miniatures thread: viewtopic.php?t=885
Fellowship of the Free Tale of Years: viewtopic.php?f=7&t=8318
Re: Defence only viable stance for experienced characters
Instead of swinging the pendulum too far that direction, consider a baby step first, and grant a damage increase (say +2) when in Fwd stance and say -2 in Defense. (minimum 1).mica wrote: I had considered giving forwards characters 2 attacks (or intimidate and an attack), open characters a single attack and a rally, and defensive, just a single attack (and their use of a defend should they need it). But as you say, with big monsters that will always hit irrespective of stance, there then becomes no point in not going forward.
See how that rebalanced things, and if that still doesn't do it - then consider just doubling the weapons damage for fwd stance. (as opposed extra attack - because that can lead to too much once you factor in more chances with Great/Extra success damage on multiple hits).
Robert
Re: Defence only viable stance for experienced characters
Maybe the maximum number times one cn get the extra damage from Extra success can be tied to the stance:SirKicley wrote:Instead of swinging the pendulum too far that direction, consider a baby step first, and grant a damage increase (say +2) when in Fwd stance and say -2 in Defense. (minimum 1).mica wrote: I had considered giving forwards characters 2 attacks (or intimidate and an attack), open characters a single attack and a rally, and defensive, just a single attack (and their use of a defend should they need it). But as you say, with big monsters that will always hit irrespective of stance, there then becomes no point in not going forward.
See how that rebalanced things, and if that still doesn't do it - then consider just doubling the weapons damage for fwd stance. (as opposed extra attack - because that can lead to too much once you factor in more chances with Great/Extra success damage on multiple hits).
Robert
- Forward up to 3 times
- Open up to 2 times (as per current rules)
- Defensive up to 1 time
"What is the point of having free will if one cannot occasionally spit in the eye of destiny?" ("Gentleman" John Marcone)
Re: Defence only viable stance for experienced characters
Woodclaw wrote:
Maybe the maximum number times one cn get the extra damage from Extra success can be tied to the stance:This way,at low levels, the stances works more or less as usual since it's rare to roll all those "6s", but at higher tiers Forward and Open became more interesting for the player who want to go to the offensive.
- Forward up to 3 times
- Open up to 2 times (as per current rules)
- Defensive up to 1 time
So if I'm reading you correctly, you're saying:
In forward stance you can do BODY damage x3 (Maximum) IF you roll 3 6's on your success dice?
And in Rear if you roll 3 6's, the max you can do is 1x BODY damage?
If so - this is a nice game-mechanic worth exploring.
Robert
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