d(sqrt(-1))
Mongoose
waiwode said:Honestly, I'm going to figure out Crit chances before combat begins. Then they're fixed. Static. Unmoving.
Well, it's pretty easy - 10% of your to hit chance, so you don't really have to think about it at all.
Mark
waiwode said:Honestly, I'm going to figure out Crit chances before combat begins. Then they're fixed. Static. Unmoving.
If a character has a skill above 100%, determine the amount over 100, and the character may then add any of that amount to the characters die roll. This cannot force a Failure on a character if the final result would be 00.
Example: If Nicanor has a 1-H Sword skill of 120 he would subtract 20 from his skill and then would be able to add up to 20 to his dice rolls when rolling.
Hunh? Are Parries always opposed rolls? Or only if the attacker crits? Or only if the attack has over 100%? Or only if the attacker has over 100% and crits?Itto said:The trolkin then trys to parry as a reaction . Which mean a Parry opposed roll takes place.
Ruric has to roll again ( this time skill is halved 75% due to the Very High Skill Rule) and gets a 50.
Trolkin rolls (25% due to the Very High Skill Rule) and gets a 20.
This means the result of the parry contest is that both succeed which translates to. Ruric still crits and the Trolkin gets his puny club in the way.
If Ruric rolled a 90 for his parry contest (a fail) and the trolkin got a 20(a success), then the Club would absorb twice its AP, but it would still be a crit.
Itto said:Your chance of getting a crit does not change or is effected in any way.
Combat works like this (Ruric 150% with spear, Trolkin 50% with club)
Ruric rolls 13, a crit.
The trolkin then trys to parry as a reaction . Which mean a Parry opposed roll takes place.
Ruric has to roll again ( this time skill is halved 75% due to the Very High Skill Rule) and gets a 50.
Trolkin rolls (25% due to the Very High Skill Rule) and gets a 20.
This means the result of the parry contest is that both succeed which translates to. Ruric still crits and the Trolkin gets his puny club in the way.
If Ruric rolled a 90 for his parry contest (a fail) and the trolkin got a 20(a success), then the Club would absorb twice its AP, but it would still be a crit.
I hope this helps, I've played 4 times in the past week, though never with skills over 100% but it all works sooo very very nicley. Though its is initally a bit odd having to roll your attack twice when someone parrys/dodges.
Hunh? Are Parries always opposed rolls? Or only if the attacker crits? Or only if the attack has over 100%? Or only if the attacker has over 100% and crits?
For a simplification of the rules, MQ seems to get more and more complex...
Itto said:Your chance of getting a crit does not change or is effected in any way.
Combat works like this (Ruric 150% with spear, Trolkin 50% with club)
Ruric rolls 13, a crit.
The trolkin then trys to parry as a reaction . Which mean a Parry opposed roll takes place.
Ruric has to roll again ( this time skill is halved 75% due to the Very High Skill Rule) and gets a 50.
Trolkin rolls (25% due to the Very High Skill Rule) and gets a 20.
d(sqrt(-1)) said:Rurik said:Are you implying that I could have a difficult time defeating a puny trollkin?
I am truly, deeply, hurt.
Wasn't Rurik eventually killed by a Trollkin?
Mark
Rurik said:So If I understand right the attack roll is unopposed, and if successful the defender may parry, which is opposed, so the attacker rolls again, only this the second (opposed parry) roll being at half if his skill is over 100?
If that is correct does the defender have to declare his parry before the attack roll or does he only need to spend a reaction if the initial attack roll succeeds?
d(sqrt(-1)) said:??? Wow, are you sure about this? My reading of the rules doesn't imply that at all. If you attack someone unopposed then you just roll your skill to see if you hit, if you attack someone who uses a Reaction to oppose, then you both roll at the same time and compare results, highest success wins, just like Pendragon. I haven't seen any mention of a reroll. Is that how the demos were run?
Mark
d(sqrt(-1)) said:As another thought on this, in the example on p21 of the footrace, there is no initial roll, then an opposed roll, it's just opposed rolls from the start.
Mark
Itto said:The initial attack is not effected by the Very High Skill Rule as the inital attack in not opposed, so Ruric would skill have 150% to hit and 15% to crit.
The parry/dodge is opposed.
The defender only has to make a roll if the attacker succeeds, and the defender has a reaction left with which to parry.
If folks are reading this without having read the rules its a bit odd, but it works nicley.
Itto said:That was how it was played in the demo, also if you look at the parry contest table, the result of attacker fail, defender fail results in "Attack succeeds as normal" which only makes sense if the attack is already a success.
Also in the parry contest (just to re-enforce) defender fail, attacker crit "Attack succeeds and becomes critical hit"
So the attacker will end up having to roll twice if his opponent decides to and is able to do something about the hit, like parry or dodge. But only the second roll would be halved (under the Very High Skill Rule) if the attacker was over 100% as the parry/dodge is an opposed roll.
Itto said:A foot race is not combat. So the initial bit (the hit) does not take place.
Combat works like this (Ruric 150% with spear, Trolkin 50% with club)
Ruric rolls 13, a crit.
The trolkin then trys to parry as a reaction . Which mean a Parry opposed roll takes place.
"Reactions are declared after the trigger event has occurred but before it's effects are applied. For instance, the trigger event for a dodge or parry is a successful attack upon the character; the dodge or parry resolution occurrs after the attack has been determined as a hit but before any damage is allocated"
Vadrus said:This sort of thing always amazes me, in real life melee combat attacks don't tend to miss at all, you try to parry/dodge long before you see exactly where the attack might be going. If you actually waited to see if it was going to hit then generally it already has and it's too late to do anything other than say ouch and cry.
I know it's trying to bring structure to a chaotic event but it just feels artificial, but then again so do 90% of rpg combat systems.
Vadrus