Re: Masteries -- Parry
Posted: Mon Aug 26, 2013 1:46 pm
Surely, choosing a stance should govern your defense. Choosing a forward stance and then converting attack dice to parry dice smacks of wanting to have your cake and eat it too.
I'm not sure any rule tweak is gonna save your players. You're hard core.Throrsgold wrote: Two player-hero Dwarves died today, sacrificing themselves so that the Rohirric hero with them could escape to report his reconnoitering of the disposition of Isengard to Theodred. Just before the Dwarves fell, they were facing 5 Orcs each with more coming (each Eye of Sauron they rolled generated another 1d6 Orcs to join the fray...one player rolled a new game high of 8 Eyes in one session...all during this fight!). Only 1 in 5 Orcs seemed to hit, but 4 points of damage per hit took its eventual toll). Anyway...
Do you do the same if they roll 2 gandalfs?Angelalex242 wrote:There's no rule tweak that can save negatively fixed dice.
My personal rule is:If the players roll at least 2 Eyes with the same die in one session, fire that die and use a different one.
All those have restrictions to when they can be used, the +1 to Parry is universal.Angelalex242 wrote:+1 parry for a virtue is rather weak. Recall that defensive parry boosts in existing cultural virtues are usually better then that...
Compare Small Folk, Durin's Way, Swordmaster, Great Strength etc.
I would and two of my players have - the Daleman (he saw the strength in its universal application) and the Woodsman (who doesn't have access to those specific Virtues). It also being +1 maps pretty well, and is balanced, to the other universal virtues - eg, dour-handed, fell-handed, and resilience. I think you're off the mark thinking it should be higher considering how the universal and cultural virtues have been designed in the game.Angelalex242 wrote:Still, +1 seems too weak vs. the cultural virtues. I wouldn't take it.