Re: Character Optimization Guide
Posted: Tue Jan 06, 2015 9:03 pm
Yes I believe you do not lose out on Valour spent. I think you're interpretation is right.
Hrm. That's all an interesting perspective on using shields, but I'm not sure I understand the maths in terms of real-(fictional) world scenario. Let me break this down, partly for you, but mostly for me, to help me/us understand the train of thought.Glorelendil wrote:Ok, I'm at a computer. Longer response:
First, for all of these considerations there's a probability consideration:
1) When the mechanic in question is based on a single die roll (e.g. Edge) then stacking a stat is great.
2) When the mechanic in question is based on a dice pool (e.g. Protection, Parry, Attack) then stacking a stat has diminishing returns.
So looking at, for example, the Reinforced quality, you will get the most benefit if your parry is already low. So when you say you get the most benefit if you're already a shield user, somewhat counterintuitively that actually isn't true. If you're already a shield user then your Parry is, on average, higher, so the +1 gives you less benefit.
For all of the qualities, their value depends on what stats you already have. I would probably never take a Reinforced Buckler for a Hobbit with Small Folk and Wits 6(9). Increasing total Parry from 10 to 11 is worth a fraction (in terms of number of attacks avoided) of what it would be for a Beorning.
Cunning Make is a curious one because, as you point out, dropping a point of Encumbrance might give you the buffer to increase your armor by 1D. But I don't think anybody has anything other than a guess as to what the optimal buffer is between Endurance and Fatigue. At best you can say that the narrower your buffer, the more value Cunning Make has.
I'm going to update my section on Qualities in light of these points.
(Oops mixed up Close Fitting and Cunning Make again. Fixed.)
This is an interesting point, bluejay, but how does it relate to character optimization as we are discussing it?bluejay wrote:Also it's worth nothing that a spearman or bowman might be using called shot regularly. Happens a lot in my game and definitely affects the impact of crits on a combat.
That's good to know, Bluejay, thanks, I missed it. Fortunately, I think it only serves to reinforce (at least for me), my position that not all weapons need to pimp out all 3 qualities all the time, and that in fact, I think heroes should pick a route (endurance damage or piercing blows) and optimize for that task.bluejay wrote:Cultural rewards count towards the 3 qualities that can be added to an item so you can't add Keen, Grievous, Fell AND Giant Slaying.I would advise to go: Great Spear, w/ Keen, Grievous, Fell and Giant Slaying, and a Great Helm with Protection +1. He's an absolute damage dealing badass who can do 15 damage + Body on big targets and will score lots of wounds in addition
Page 115 of the Revised Rulebook: "Adding a Cultural Reward to an item counts towards the maximum of 3 Qualities that can be attributed to it (i.e. an item can feature up to 2 Qualities and a Cultural Reward)."
Not sure if this was made clear in the first printing but a lot of people seem to miss this.
Oh absolutely. But don't get me wrong, I think that is a very viable optimization build, and it has merit. My example earlier about 2 qualites on spear for higher injury and lower edge, was for that particular build, not a statement that ALL SPEAR WIELDERS SHOULD ALWAYS BE LOW SKILL CRIT FISHERS! But I would decide early on for optimizaiton if I was going that route and then build to it. For example, going a Spear (or Bow) piercing-blow-crit build, I would probably use it with 1 or 2 fell-handed (dour-handed) masteries, and +2 injury quality, but skip the -1 edge. Since I'm going to be pumping up my skill and rolling a lot of dice, the tengwars will pay off for fell handed and the crit fishing. I would also synergize this build with a high body attribute build to fully emply those tengwar runes on damage.bluejay wrote:Well for instance it was mentioned earlier that the guys fishing for crits with spears might as well only get 3 dice in their chosen weapon but obviously five or six dice (as some of my group have now achieved having played through just about all published material - we're in 2972 now and have almost finished DoM) means that they can regularly land crits using Called Shots.
It also means that these characters are effective against heavy foes AND work quite effectively as goon-sweepers by dropping foes in a single hit.
If the combat simulator isn't taking that choice into account then it's missing a significant aspect of the high level game.