Generalized combat effects.

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zedturtle
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Re: Generalized combat effects.

Post by zedturtle » Fri Oct 10, 2014 9:11 pm

JoeArcher wrote:Damage is not the issue, but even then if you add up those numbers over several rounds and players it's significant. Hitting more leads to more piercing blows that hit and kill opponents and players. It's not black and white and really is a matter of preference. I don't like a system where at low level no one hits each other and at high level no one misses each other. I like a system where defense is sn option. I just simply don't agree that it's not a problem :)
Understood. But the point stands (which I think you are aware of)... If you change hit rates without changing maximum damage, your damage output will change. What feels "right" is up to a game designer (or tweaker, although I think your Warhammer mod has gone past 'tweaks').
Jacob Rodgers, occasional nitwit.

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zedturtle
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Re: Generalized combat effects.

Post by zedturtle » Fri Oct 10, 2014 9:12 pm

Elfcrusher wrote:The difference between pierce rates by skill level is much closer than hit rates. Once you've got that 9, 10, or G on the Feat die you don't need many d6's to hit.
That is what Called Shots and Prepared Shots are all about...

Speaking of Prepared Shots, is it round 6 yet?
Jacob Rodgers, occasional nitwit.

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Glorelendil
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Re: Generalized combat effects.

Post by Glorelendil » Fri Oct 10, 2014 9:27 pm

zedturtle wrote: That is what Called Shots and Prepared Shots are all about...
As I've noted before, Francesco was clever in how he designed weapons and called shots: only the weapons with the lowest injury and edge do a pierce on a called shot. If a great axe got a pierce on a called shot you'd be a fool to do anything else at skill 4+. A Fell Great Spear is by far the best called shot weapon.
Speaking of Prepared Shots, is it round 6 yet?
I hope so because I'm doing a called shot.

Oh, what a coincidence...I have a Fell Great Spear.
The Munchkin Formerly Known as Elfcrusher
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Murcushio
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Re: Generalized combat effects.

Post by Murcushio » Sat Oct 11, 2014 2:21 am

Elfcrusher wrote:
Oh, what a coincidence...I have a Fell Great Spear.
The ultimate ambition for my Beorning is a Keen Fell Grievous Giant-Slaying Great Spear. :)

After that I'll probably monkey around with Close-fitting sorts of armor. Ultimate ultimate ambition at Valour 6 (which is still a long ways off) is to have that awesome spear and to be rolling 3d6 on my protection tests while still qualifying for Great Strength.

I still plan to slay myself a Nazgul, someday.

Glorelendil
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Re: Generalized combat effects.

Post by Glorelendil » Sat Oct 11, 2014 2:48 am

Murcushio wrote: I still plan to slay myself a Nazgul, someday.
I want a dragon.

And I'll happily trade my spear for something with enchantments from the Rivendell sourcebook.
The Munchkin Formerly Known as Elfcrusher
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Murcushio
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Re: Generalized combat effects.

Post by Murcushio » Sat Oct 11, 2014 3:22 am

Elfcrusher wrote: I want a dragon.
The Forest Dragon is eminently slayable. Plenty of loot, too. There's also... dang, I forget his name. Dude from the ends of Tales from Wilderland. I don't think he's designed to be slayable like Forest Dragon is, tho.
And I'll happily trade my spear for something with enchantments from the Rivendell sourcebook.
I need to get that. Or, well, get it for my GM. I dunno, tho. Enchantments sound badass, but my Beorning distrusts and fears magic. She won't even use Radagast and Gandalf's names because she worries that if she does that they'll be able to hear whatever she says about them. She maybe doesn't want an enchanted spear, instead just settling for something that murders the balls out of everything.

JoeArcher
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Re: Generalized combat effects.

Post by JoeArcher » Sat Oct 11, 2014 7:33 am

Yeah my Warhammer conversion is well past tweaks. But no issues with hit rates there as you can split your dice pool and save dice for better defence. This scales combat easily. It will need a lot of play testing before being final, but having players/NPC splitting dice pool for defence simply fixed the issue I have with higher levels always hitting each other. They still can if no one defends... but the option for defence that actually works is there.

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