Talk:Blood in the Snow
Playing Nights
- 16 Sep
all 6 present - Guild, Departure, Travelled to Setagen - 23 Sep
all 6 present - Setagen and departed on the Grey Storm - 30 Sep
- 07 Oct
- 14 Oct
- 21 Oct
- 28 Oct - Stephen away.
- 04 Nov
- 11 Nov
- 18 Nov
- 25 Nov
- 02 Dec
- 09 Dec
Rules
Opposed Rolling Combat
Trialling a variation of the Opposed Rolling as follows.
Attacking
Weapon SC Calculation is unchanged but rather than subtracting defence from SC, a roll is made against both and the quality of defence is subtracted from the quality of attack to find the outcome.
- Qualities of result are
- Miss/Fail - rolling above the %chance or rolling 100
- 1 - rolling <= %chance
- 2 - rolling <= 40% of %chance
- 3 - rolling <= 20% of %chance
- 4 - rolling <= 10% of %chance
- 5 - rolling <= 10% of (%chance - 100)
- 6 - rolling <= 10% of (%chance - 200)
- Fumble - in addition to the above, a roll above 90+rank of weapon is also a Fumble.
- Outcomes
- 1 - Standard FT Hit
- 2 - Max Damage FT Hit (the first damage dice is automatically 10)
- 3 - Standard EN Hit
- 4 - Standard SG Result
- 5 - Max Damage SG Result (the first damage dice is automatically 10)
- 6 - Max Damage + Guaranteed SG Result (roll until a valid SG result for the weapon is achieved)
Defence
Defence is higher, adding PC to your base defence and approximately doubling the benefit of shields. Not currently playing the increased evade and withdraw defence.
- Base Defence
- AG + PC + Magic
- Shields
- Shield max rank increases from 4 to 5, for the purposes of the play test increase your shield rank by 1.
- Defence provided is (5 + rank) * Base Defence of Shield (i.e. 2 for Main-Gauche & Buckler through to 6 for Tower).
Initiative
No more engaged vs unengaged, everybody acts on an integrated IV value.
- Integrated IV
- AG + PC + (2 x rank of Party MilSci) + Activity IV
Activity IV is one of
- WeaponRank + Warrior for most combat actions
- Half (Spell or talent rank) for most magical actions (excludes Triggering)
- Applicable Skill rank (if there is one) for other actions
- D10
Really?
So, having high AG makes you a better spell caster? Along with all of the other stuff it does?
The number that I think of when I think how many times this is stupid starts with F and ends with a k, and there's an exclamation mark attached.
~Jim for those who can't work it out.
I think there is confusion between better amd faster. I do not think AG makes a better spell caster, but does it make you a faster one?
On the surface AG looks to be a standard in DQ for "speed of action" given that it heavily defines our speed of movement, and is a factor in current engaged initiative calculations. Having said that, it is not a factor in current unengaged calculations, and only PC appears in both. The same question could therefore be applied to PC, does having more make you faster to act, whatever the action type? I certainly feel that with experience I have become slower, but that could just be an age thing :-)
The problem with any attempt to create a generic IV system, or even a review of our current initiative system, is that it almost certainly will not stand up to any reasonable scrutiny. There are a LOT of sensible permutations that could be applied. Should MA replace AG for mages, are other stats applicable depending on type of action, should smaller/faster weapons have IV bonuses, is PC really that important in calculating speed of action, should there be a random element and of what size?
Whatever it ends up becoming, the key, IMHO, is ease of use at runtime. Situational modifiers, such as Activity IV, I find more problematic as they require runtime calculations, even though they feel reasonably sensible
--Dean Ellis (talk) 16:52, 1 October 2014 (MDT)
Riposte
If you are Evading and the quality of your evade is greater than the quality of attack the inverted result is applied against the attacker. I.e Attack Result 1 - Evade result 3 = -2. This is applied as a 2 (max FT) result on the attacker by the defender.
Ranged Aim
+20% SC as usual but -5 dice roll modifier instead of 5% extra EN & SG chance.
Aimed Blows
Special Attack, requires a nett result of 2 or better to have an effect. Nett result of 1 has no effect. Damage is calculated and applied as normal, potential Specific Grievous wounds are not applied instead the aimed intent should be almost certain of success. The result of an aimed blow will depend on the circumstances and nature of the target as adjudicated by the GM, some common examples are:
- Knock Out - Aimed Blow at the head with intention of stunning or knocking out an opponent
- If effective damage is done on a nett result of 2 or better then the opponent must make a WP check to stay conscious. Difficulty = 3 - Nett result of Strike. If the target stays conscious then they must make an immediate Stun recovery check to avoid being stunned.
- Sap - a special property of Saps is that a Knock Out Aimed Blow is potentially successful on a nett result of 1 or better.
- Assassins - may choose to inflict no more than 1 effective damage on an attempted Knock Out.
- Disarm - Aimed Blow at the hand(s) with the intent of disarming an opponent.
- If effective damage is done on a nett result of 2 or better then the opponent must make an (MD + Weapon Rank) check to retain their weapon. Difficulty = 3 - Nett result of Strike, +1 for two-handed weapons.
- Trip - Aimed Blow at the legs with the intent of tripping an opponent.
- If effective damage is done on a nett result of 2 or better then the opponent must make an AG check to stay on their feet. Difficulty = (1 + number of legs) - Nett result of Strike.
Example Knock Out: Attack is a 4, defence is a 2, net result is 2, requires a (3 - 2) 1 x WP Check to stay conscious. If this succeeds then the target must make a Stun Recovery check to avoid being stunned.