Rurik said:
I got a quick chance to try these and they seem to work as well as they read. They address all my major concerns with the players update and play well. Using fighting style as a skill makes perfect sense.
Thank you very much for giving them an honest go. I'm glad they held together!
Rurik said:
I used the first set of tables (with AP) only, and the one result that was a bit wonky was the defender wins a normal success on a parry (specifically a successful parry against a failed attack). Normal human vs. Normal Human is fine, but since in essence it converts a missed attack to a hit (albeit at reduced damage), A duck parrying a troll can get creamed as a result of his successful parry against a failed attack. Also, in moderate skilled combats (50% - 60%) this result happens a lot.
This is a good point. The difficulty lies in the interpretation of the opposed test, since its the difference between the success levels which counts, and not strictly the individual dice rolls themselves. Its a small crack, but a lethal one in the wrong situation.
Rurik said:
Maybe just an Attack Misses Completely and no special effect would work here (or maybe the defender can choose that result or the 'normal' result).
Instead I could add a new special effect of 'Attack Misses Completely' which can only be selected if the attacker failed their attack roll. Its a slightly more elegant fix. But in that case I'd need to add an equal and opposite special effect on the attacking side of the table of 'Parry Fails Completely' when the defence roll fails. Annoying, but it seems necessary!
Rurik said:
Not a big deal but I figured it was worth mentioning.
If your game style involves lots of big monsters, then it'd get frustrating. Thanks for spotting it.
Rurik said:
The only other oddity I found was with the Bastion Item Effect from the companion (one of my NPC's I use to test combats has Bastion Plate, which I take to be 'Full Plate'). It is supposed to make the penalty for bypassing armor -80%. Maybe a spot rule would be that it takes 2 effects to bypass Bastion armor.
To be quite frank here, I've never used any of the MRQ Companion's item quality effects in games I run, so these rules were never designed to be compatible.
However... in the spirit of trying to make things work together and more elegantly, how about this? Either;
1)
Bastion Armour is treated as half its normal value when subjected to a Bypass Armour special effect. If you manage to gain two special effects you can always Maximise Damage as well.
or
2)
Bastion Armour is totally proof against the Bypass Armour special effect. In the worst case scenario this is only 6 APs, and an intelligent opponent can always defeat a heavily armoured foe with other clever manoeuvres.
Rurik said:
Which leads to another suggestion, perhaps you can keep halving your skill for additional effects in precise attacks. If you have a 240% skill you can halve it twice for 2 additional effects.
Utterly horrific! But if you've got the skill to back it up, why not...
Rurik said:
And finally, if characters being converted get to re-allocate points from dodge, characters who took separate weapon and shield skills should get to re-allocate their shield points as well.
Yes. I should have added that already. Silly me!
Rurik said:
That's my 2 cents after a quick playtest. Take them as you will. I haven't used the second tables yet, but these seem quite playable and were fun to use.
They were good observations which I am happy to act upon. I'm very pleased that not only did the rules fix most of your concerns, but (more importantly) were fun to use too.
Thank you once again Rurik. I deeply appreciate your help.