The Forge Forums Read-only Archives
The live Forge Forums
|
Articles
|
Reviews
Welcome,
Guest
. Please
login
or
register
.
March 05, 2014, 12:22:39 PM
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Forum changes:
Editing of posts has been turned off until further notice.
Search:
Advanced search
275647
Posts in
27717
Topics by
4283
Members Latest Member:
-
otto
Most online today:
55
- most online ever:
429
(November 03, 2007, 04:35:43 AM)
The Forge Archives
Inactive Forums
The Riddle of Steel
Duck & Weave
Pages: [
1
]
« previous
next »
Author
Topic: Duck & Weave (Read 986 times)
Brian Leybourne
Member
Posts: 1793
Duck & Weave
«
on:
June 12, 2002, 08:56:25 PM »
Hey Jake,
Any erata on Duck & Weave? Been playing around with the combat sim etc, and it seems to me that TN9 is a pretty steep difficulty for an evasive move. If an opponent attacks me with even as few as 4 dice (diff 6 lets say), he'll expect to get 2 successes. I need three defense successes, which with only a 2/10 chance means I need to assign 15 dice to duck & weve to make it even.
OK, I'll admit the benefit is pretty nice, he loses half the dice from this attack on the next, but in fact that makes D&W even less useful - it's only of use if he assigns a lot of dice (half of sod all is sod all, right) but that means it's even LESS likely that I can beat his successes with TN9.
TN8 seems more reasonable to me.. any thoughts?
Logged
Brian Leybourne
bleybourne@gmail.com
RPG Books: Of Beasts and Men, The Flower of Battle, The TROS Companion
Mokkurkalfe
Member
Posts: 340
Duck & Weave
«
Reply #1 on:
June 13, 2002, 03:44:18 AM »
Agree with you here, altough Jake made some changes to the Duck&Weave. I think it was that you cannot parry the next attack if the other guy pulled of a Duck&Weave. Useful if you want to get around a shield.
Yet again, I still agree with you, TN 9 is a little to steep.
Logged
Joakim (with a k!) Israelsson
Jaif
Member
Posts: 327
Duck & Weave
«
Reply #2 on:
June 13, 2002, 05:18:21 AM »
Just a thought, and I haven't thought this through on the margins, but why not change the TN based on the relative move scores? This will take armor into effect as well.
So if you have a move of 7, and your armored opponent a 4, you have a TN of 6 instead of 9.
Again, I haven't thought this all the way through - the numbers may be too damning to armor.
-Jeff
Logged
Pages: [
1
]
« previous
next »
Jump to:
Please select a destination:
-----------------------------
Welcome to the Archives
-----------------------------
=> Welcome to the Archives
-----------------------------
General Forge Forums
-----------------------------
=> First Thoughts
=> Playtesting
=> Endeavor
=> Actual Play
=> Publishing
=> Connections
=> Conventions
=> Site Discussion
-----------------------------
Archive
-----------------------------
=> RPG Theory
=> GNS Model Discussion
=> Indie Game Design
-----------------------------
Independent Game Forums
-----------------------------
=> Adept Press
=> Arkenstone Publishing
=> Beyond the Wire Productions
=> Black and Green Games
=> Bully Pulpit Games
=> Dark Omen Games
=> Dog Eared Designs
=> Eric J. Boyd Designs
=> Errant Knight Games
=> Galileo Games
=> glyphpress
=> Green Fairy Games
=> Half Meme Press
=> Incarnadine Press
=> lumpley games
=> Muse of Fire Games
=> ndp design
=> Night Sky Games
=> one.seven design
=> Robert Bohl Games
=> Stone Baby Games
=> These Are Our Games
=> Twisted Confessions
=> Universalis
=> Wild Hunt Studios
-----------------------------
Inactive Forums
-----------------------------
=> My Life With Master Playtest
=> Adamant Entertainment
=> Bob Goat Press
=> Burning Wheel
=> Cartoon Action Hour
=> Chimera Creative
=> CRN Games
=> Destroy All Games
=> Evilhat Productions
=> HeroQuest
=> Key 20 Publishing
=> Memento-Mori Theatricks
=> Mystic Ages Online
=> Orbit
=> Scattershot
=> Seraphim Guard
=> Wicked Press
=> Review Discussion
=> XIG Games
=> SimplePhrase Press
=> The Riddle of Steel
=> Random Order Creations
=> Forge Birthday Forum