Clovenhoof
Mongoose
As I have already hinted in other threads, I am not altogether happy with the Defense progressions as written. Of course the idea as such is great, I just think the progressions are too stingy.
Analysis for similar Level and Abi scores:
And you well know it gets even more extreme for disparate levels and/or Abi bonuses. If the average mobs/mooks are like 4 levels lower, even a second-line attacker can hardly miss a front-line defender mook. And so forth.
This isn't such a big deal all by itself, but it does get ugly in conjunction with the _other_ thing typical for the Conan system, Massive Damage. A warrior-type can load up on PA to guarantee MD without even increasing his Miss chance! And _that's_ when things break, imho.
So in short, once you strike, you will hit, and once you hit, you will kill, so everything is just all about striking first. Botch your Ini roll just once and you can kiss your sweet ass goodbye (if it weren't for fate points at least).
While I basically _like_ fast and deadly combat, I don't like it being such a one-way road. It's okay that one hit has a good chance to kill, but then the defender should at least have some chance not to get hit, respectively it should be a challenge to hit your mark. At the VERY least, Power Attack should incur an actual risk of missing your target.
Suggestion:
Upgrade all Defense progressions by one step.
+15 becomes +20; +10 becomes +15 and +7 becomes +10.
This would shift the Hit chance chart as follows:
Which isn't too bad considering that one hit still most probably kills.
What do you think?
Analysis for similar Level and Abi scores:
Code:
Hit Chance for different Offense/Defense pairings
Off.\Def. | Good | Average
-------------------------------
Good . . .| 75% | 95%
-------------------------------
Average . | 50% | 75%
-------------------------------
And you well know it gets even more extreme for disparate levels and/or Abi bonuses. If the average mobs/mooks are like 4 levels lower, even a second-line attacker can hardly miss a front-line defender mook. And so forth.
This isn't such a big deal all by itself, but it does get ugly in conjunction with the _other_ thing typical for the Conan system, Massive Damage. A warrior-type can load up on PA to guarantee MD without even increasing his Miss chance! And _that's_ when things break, imho.
So in short, once you strike, you will hit, and once you hit, you will kill, so everything is just all about striking first. Botch your Ini roll just once and you can kiss your sweet ass goodbye (if it weren't for fate points at least).
While I basically _like_ fast and deadly combat, I don't like it being such a one-way road. It's okay that one hit has a good chance to kill, but then the defender should at least have some chance not to get hit, respectively it should be a challenge to hit your mark. At the VERY least, Power Attack should incur an actual risk of missing your target.
Suggestion:
Upgrade all Defense progressions by one step.
+15 becomes +20; +10 becomes +15 and +7 becomes +10.
This would shift the Hit chance chart as follows:
Code:
Hit Chance for different Offense/Defense pairings
Off.\Def. | Good | Average
-------------------------------
Good . . .| 50% | 75%
-------------------------------
Average . | 25% | 50%
-------------------------------
Which isn't too bad considering that one hit still most probably kills.
What do you think?