Talk:Blood in the Snow

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Playing Nights

  1. 16 Sep all 6 present - Guild, Departure, Traveled to Setagen
  2. 23 Sep all 6 present - Setagen and departed on the Grey Storm reaching a ship wreck
  3. 30 Sep all 6 present - Battled the Sea Serpent & Sharks, saved the survivors, came into port at Barneod
  4. 07 Oct all 6 present - Barneod to Narviyk
  5. 14 Oct all 6 present - Travelled Narviyk to outside of Boeden
  6. 21 Oct all 6 present - Entered Boeden and transited into the vale, up to Porsgrund
  7. 28 Oct 5 present (SM Away) - Entered the forest, scouted and closed on the ruins.
  8. 04 Nov 5 present (AW Sick) - Entered the ruins, started killing the defenceless inhabitants in cold blood
  9. 11 Nov
  10. 18 Nov
  11. 25 Nov
  12. 02 Dec
  13. 09 Dec

Rules

Combat will be standard DQ combat rules - no opposed combat

Opposed Rolling Combat

We are trialling a variation of the Opposed Rolling as follows. This is a trial, it's designed to be used, tested and then refined before advancing to the next gate of development. Input is appreciated so that we can better refine what we have.

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

  • Weapon Rank + 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)

There's no evidence to indicate that AG has an impact on when people act, although it is certainly fair to assume that it is about movement, and how fast you travel.
Agile boxers do not act first, aggressive boxers do. However, reality is irrelevant, the issue is that what you want to make critical for a type of character. AG is critical for so many different types of activity and this rule is, again, stupid beyond the dreams of stupid stupid things everywhere because it gives yet more value to a stat.
We would be better placed to tie MD to initiative for weapons and MA to initiative for spells. We have almost no good reason to find yet another reason for people to choose high AG, unless you want to narrow the range of likely character types.

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, nett 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.

With a Result Quality of 2 required there is never more than a 1x difficulty stat check to avoid or am I missing something. Should it be 5-... instead of 3-...

Damage will always be high with a quality of 2 or better so these attacks can't be used to subdue eg try to trip someone and either miss or massively damage them.

Effective damage shouldn't be required to trip or even to disarm --Kelsie (talk) 19:27, 3 October 2014 (MDT)

I wanted to factor in that whacking someone in plate in the leg with a limp noodle would not trip them up. You need to be able to get through the armour and there should always be some component of damage. I think it would require greater skill to trip someone without hurting them. Same for KO and disarm. But you're right, with the Max damage of level 2 it doesn't really work. How about the special attacks don't get the max damage. Or maybe better, the quality of the attack is reduced by one level and then must be one or better after defence and do damage after armour, then there is a greater chance of a successfully trip/KO/disarm from rolling exceptionally well. -- Stephen (talk) 16:35, 20 October 2014 (MDT)

Opposed Rolling Combat variant 2

This is an alternative to the qualities of success based on 40%/20%/10%.. Instead the quality of success is primarily based on how much below your SC you roll.

NB The above opposed rolling has had a year or two of development and testing, this one hasn't and is in a raw/developing state and will probably need a lot of refinement.

Attacking

Weapon SC Calculation is unchanged. A roll is made against the SC:

  • Rolling 100 or over SC is a fail.
  • The Tier of success is ROUNDUP((SC - Dice Roll) / 50). I.e. SC - Dice Roll between 1 and 50 is First Tier, 51-100 is Second Tier, etc.
  • If the dice roll <= 10% of Strike Chance then it is an 'Endurance Blow'
  • If the dice roll <= weapon rank then it is a potential Specific Grievous Wound.

Then the damage (and potential SG) is rolled and both the attack tier and damage are presented to the defender.

The defender rolls against their Defence and determines the Tier of success as above.

  • If the Tier of defence is equal to or greater than that of the attack then the damage is not applied.
  • Attack Tier - Defence Tier = 1 then apply damage less relevant armour
  • Attack Tier - Defence Tier = 2 then apply damage less half relevant armour
  • Attack Tier - Defence Tier = 3 then apply damage less quarter relevant armour
  • Attack Tier - Defence Tier = 4 then apply damage less one eighth relevant armour
Fumble
Either only on 100 or on 90+rank - can be decided independently of this proposal.

Defence

Not recommended to change the defence calculation.

Initiative

Above system or existing or something else - can be decided independently of this proposal.

Riposte

If you are Evading and the quality of your defence is greater than the quality of attack then the inverted result is applied against the attacker. I.e First Tier Attack - Third Tier Defence = -2. Defender rolls damage which is applied to attacker less half their armour.

Should a roll under 10% of Def riposte as EN damage? Or a roll under weapon rank riposte with potential SG?
Limited Number of Ripostes
Option A) No more than one successful riposte per attacker.
Option B) No more than one successful riposte per pulse (+1 per 4 full ranks in Weapon, +1 per 4 full ranks in Warrior).

Ranged Aim

+20% SC as usual chance of EN & SG increased by 5. I.e EN on 15% or less of SC. SG on roll under weapon rank + 5.

Aimed Blows

tba