RosenMcStern
Mongoose
sinisalo said:How much easier would it have been to simply say: if the defender wins the opposed roll match damage rolled against the shield and make dodging harder?
RosenMcStern said:Not much easier, as although I followed you in all your previous points I absolutely did not understand this one. What do you mean?
sinisalo said:Attacker and parrier both make opposed roll. If attacker wins roll for damage as normal. If parrier wins (ie, he manages to block attack) roll damage vs shield to see if attacker breaks through. I play it like this but it obviously is more complicated when you factor in criticals - but that is the jist. As you can see as an experienced GM you may spot that your players may now favour dodge. So make dodging a little harder or as I do it make it easy to use a shield.
Dodge and parry are equivalent after the update, as parry is now all-or-nothing. The way I do it now is explained here (in the Block paragraph). Basically, I do not use the opposed roll rule for shields, but give them a chance to break if hit hard.
Dirkd said:That doesn't make it better, just different...
I personally think that dodging attacks is far too easy in most RPGs, especially if you can use it against attacks from multiple sources at the same time. Most RPGs don't address reach and optimal distance in close combat (arguably the most important things in a real fight) to make it more playable.
I had a lot of debates about this, on the contrary. At present I give a penalty to parries with shorter weapons or dodges if the opponent has a longer weapon, but only with my Italian group where I have some rule realism fanatics.