Hoitsu said:
Almost every one here uses frases like "when using bladesharp" or "if you have Protection" and so on.
Of course it is the very soul of magic to make people more powerful and it has nothing to do with real life stuff. Like that Greatsword thing, it shatters with two strikes, of course if you use magic. It seems to shatter easily even with out it but PLEASE sont bring the magic when talking about some spesific rules. Magic changes all, remember that. Of course a guy with Bladesharp-4 do damage and hes precise attack is deadly. Why even bother to use it because you can kill your opponent even with normal attacks with that Bladesharp?
The question seems to be more like how much magic you are willing to give to your players? do they all have that Bladesharp-6 and Protection-6 and so on? or is that just in rare occasions? Think about the balance in your games...it helps to solve many of your "rule problems"
Actually. That's not really accurate. The problem isn't with the amount of magic, but that due to the way precise-strike works, some spells are inherently more powerful then others.
A bladesharp should be roughly equivalent in power to a protection, right? They both do opposing things, and point for point should be equivalent. But what happens if you have a character with a bladesharp 8 fighting an opponent with a protection 8? Well. The bladesharp8 just made a precise strike *free*. Both now have the same exact skill, but the bladesharp 8 guy will not only get a precise shot at full skill, but his opponents protection 8 spell will be utterly worthless to him...
That's a gaping balance flaw. And it really doesn't matter how prevalent magic is (unless you just take it out entirely). Every point of bladesharp will be more effective then every point of protection for exactly this reason. In older games, they were roughly equivalent simply because the skill points didn't matter that much (unless you were under 100% of course). They certainly didn't just erase points of armor.
Heck. In RQ3, the shimmer spell used to actually
reduce opposing fighters attack skill. That would have made it useful against precise strikes (and other special combat abilities). However, in MRQ they changed it to something that increases your dodge instead. Hrmmm...
Actually. The biggest problem I can see right off the bat is that you gain benefits for having
attacks over 100%, but nothing for having defensive abilities over 100%. More correctly, there are things you can blow skill points on when attacking, but not when defending. Now, if you put the equivalent abilities into dodge and parry, you *might* bring the whole mess into balance, but honestly you're starting to get into a more complex combat system then I think most people want to play...
What I would do, at least for precise strikes, is make them skills you can only use if you have that many points
over 100% to blow on the attempt. The assumtion being that someone below 100% isn't skilled enough to do stuff like that to start with. Secondly, I'd implement a rule I already use in RQ. That opposing combat skill over 100% can be used to subtract from both if you want. So having a dodge of 150% would allow you to subtract 50% from the other guys attack. If he's still got 140% or higher, then he may choose to spend points on a precise strike. Finally, simply make a rule that only natural skill can be used in this manner. So points of bladesharp, while helping you out when under 100%, only help you with your crit chance when you're above that level (although you still get the extra damage, and it'll protect you from subtraction from a higher skilled defender).
You might also just combine aimed blow and ignore armor abilities into one, including the "if he misses his defensive skill, ignore armor" into the deal. So if you have 140% of natural skill available, you can blow 40% to hit a hit location of your choosing. If the opponent also misses his parry or dodge, you get to ignore the armor on that location as well (or half armor perhaps?).
What this does is allow someone significantly higher skilled to blow through people no matter how well armored (The 200% guy against a 50% guy will reduce his parry to nothing and still have points left over to aim for the head for example). But it prevents this effect from dominating fights between foes of equivalent skill level.
Dunno. Seems like a more "heroic" process. If you're close to the same skill level as the other guy, he's not going to be pulling any trick moves on you. Which seems about right IMO.