Deleriad said:
PhilHibbs said:
Just so long as you realise that you are giving the target more than three times the likelihood of staying up on negative hit points by making it a simple test as against opposed.
That depends on the amount of spell skill...
Sure, that was based on an example from my game - if the target has 80% Resilience and the attacker only had 40% skill, then it's only slightly more then doubled their chance of shrugging off the wound, which your modifier then sometimes reduces back down again.
I think the intention behind the opposed test is that resisting the effect of wounds should not generally go up as fast as your Resilience goes up - 100% Resilience shouldn't make you totally immune to the affects of all (well, 95% of) Serious Wounds. Since it is opposed, as your enemies' skills go up, so your chance of succumbing to their damage keeps pace. The idea that a high-skill sorceror against a tough warrior gets no effect from Wrack until a vital location is taken down to minus its normal level isn't right to me. When the enemy's head, chest, or abdomen is taken to negative hit points, he should be likely to go down. With your house rule, Wrack is the only form of player-inflicted damage to which that does not apply, and that makes no sense. World damage is another - I did ask about it a few months ago but I don't think there's a satisfactory rule for it, my house rule becomes irrelevant at very high skill levels, but that's ok I suppose. Actually, if I treat the world's skill as
always 100% even after Opposed Test modifiers have been applied - i.e. once your Resilience is over 100, it's always 100% vs 100% - then that's ok.
*Update*: Hm. Opposed tests, where one side has
already been rolled (e.g. Resilience 120% vs an already-rolled attack on a skill of 80%), how do you apply the "over 100%" rule? You could alter the rolled dice number, but I'm not sure about that. I'll have to think about it. And make a huge spreadsheet. :wink: