Body Attribute vs. Heart Attribute: a pugilist consideration
Posted: Tue Mar 18, 2014 9:44 am
Me (the LM) and my group are at the third TOR session and a discussion has risen over the Body attribute that I’m going to share with you, hoping to hear your ideas.
Introduction: I’ve been an amateur pugilist for years and I’ve done a lot of sparring since I begun almost a decade ago. While in the last rounds your body is just wasted and it’s really a matter of HEART, for the biggest part of the combat you’ll thank more your sheer physical training than your motivation to continue. Breath, arms, legs, your BODY is what keeps you up for 8-9 rounds, while your HEART can make the difference only from the 10th round until the end. Main counter-argument: TOR combat isn’t exactly a boxing match, of course.
In-game issue: A lot of players tend also to consider the Body Attribute as the classical “dump” stat, the one with the least effect on game mechanics. I partially agree: you don’t get a feeling of it until you score at least a Tengwar on your attack roll, which happens quite rarely at the early stages of the game. On the other side, you constantly feel the effect of your Wits (Parry rating) while your Heart really seems the most important stat: Resistance and Hope are always there and they are damn important, and Heart influences probably the most important rolls in and out of combat (Inspire, Travel, Insight, Healing, Battle).
I can see the growing frustration of my Beorning player who was thrilled to play the classical Conan-style character, big, powerful and not so bright, but nevertheless a fearsome warrior by sheer physical prowess. He increased his Body with experience points but now he feels like he wasted them: his giant of a man only slightly increased his damage output, while his Resistance is still the same as at the beginning. Oh yeah, he can also jump higher and run faster… provided he spends Hope on those rolls. I told him he should spend his experience to increase his damage or Resistance, not just on his Body, but still it doesn’t feel right.
Proposed solution (will be tested in the next session): since I see Heart a bit too predominant, I would use Body to determine the Resistance score of the players. After all, Body is involved also in protection rolls against Penetrating Strikes, so it DOES already measure a character’s resiliency. Using Body to determine Resistance rewards a bit more your warriors, while they still shouldn’t completely overlook Heart, because they need it to recover faster after a combat (besides Hope and Heart rolls, which still matter like hell).
To make it more interesting, though, I would add something: a new combat maneuver called
SECOND WIND: while in Defensive Stance, if you’re not Fatigued, Miserable or Wounded, instead of attacking you can recover a number of Resistance points equal to your Heart. You can do this once per combat and you can combine this maneuver with the removal of your helmet (if any) in the same action, recovering 3 + Heart Resistance points.
Rationale: again, as a pugilist you need to stay up until the end or until you opponent goes down. No matter your Heart, it’s your Body training that allows you to accomplish this. BUT it ALWAYS comes the moment when you need to find the motivation to continue: you stop attacking, evaluate your condition, catch your breath and tell yourself you MUST keep going. This is something your training can’t do, it’s just a matter of will (Heart).
Opinions? The fight is on!
Introduction: I’ve been an amateur pugilist for years and I’ve done a lot of sparring since I begun almost a decade ago. While in the last rounds your body is just wasted and it’s really a matter of HEART, for the biggest part of the combat you’ll thank more your sheer physical training than your motivation to continue. Breath, arms, legs, your BODY is what keeps you up for 8-9 rounds, while your HEART can make the difference only from the 10th round until the end. Main counter-argument: TOR combat isn’t exactly a boxing match, of course.
In-game issue: A lot of players tend also to consider the Body Attribute as the classical “dump” stat, the one with the least effect on game mechanics. I partially agree: you don’t get a feeling of it until you score at least a Tengwar on your attack roll, which happens quite rarely at the early stages of the game. On the other side, you constantly feel the effect of your Wits (Parry rating) while your Heart really seems the most important stat: Resistance and Hope are always there and they are damn important, and Heart influences probably the most important rolls in and out of combat (Inspire, Travel, Insight, Healing, Battle).
I can see the growing frustration of my Beorning player who was thrilled to play the classical Conan-style character, big, powerful and not so bright, but nevertheless a fearsome warrior by sheer physical prowess. He increased his Body with experience points but now he feels like he wasted them: his giant of a man only slightly increased his damage output, while his Resistance is still the same as at the beginning. Oh yeah, he can also jump higher and run faster… provided he spends Hope on those rolls. I told him he should spend his experience to increase his damage or Resistance, not just on his Body, but still it doesn’t feel right.
Proposed solution (will be tested in the next session): since I see Heart a bit too predominant, I would use Body to determine the Resistance score of the players. After all, Body is involved also in protection rolls against Penetrating Strikes, so it DOES already measure a character’s resiliency. Using Body to determine Resistance rewards a bit more your warriors, while they still shouldn’t completely overlook Heart, because they need it to recover faster after a combat (besides Hope and Heart rolls, which still matter like hell).
To make it more interesting, though, I would add something: a new combat maneuver called
SECOND WIND: while in Defensive Stance, if you’re not Fatigued, Miserable or Wounded, instead of attacking you can recover a number of Resistance points equal to your Heart. You can do this once per combat and you can combine this maneuver with the removal of your helmet (if any) in the same action, recovering 3 + Heart Resistance points.
Rationale: again, as a pugilist you need to stay up until the end or until you opponent goes down. No matter your Heart, it’s your Body training that allows you to accomplish this. BUT it ALWAYS comes the moment when you need to find the motivation to continue: you stop attacking, evaluate your condition, catch your breath and tell yourself you MUST keep going. This is something your training can’t do, it’s just a matter of will (Heart).
Opinions? The fight is on!