Talk:Out of Close Calculation
Overall Chance
Equal STR of hostile and friendly gives 10% withdrawl chance, surely should be 50%
- I disagree on this - its the chance of leaving close combat, not of winning an arm-wrestle. You have to break clear of someone who is presumably grabbling with you, getting far enough away to do this is difficult IMO. I'm open to correction from those more experienced, and also open to discussion about changing the current 'base' chance and calculation. I just don't think that equal STR should be 50% chance of leaving CC is a given. --Errol 13:33, 15 Sep 2008 (NZST)
Add Weapon Rank
Another simple solution would be to add your rank in your prepared close rated weapon (Unarmed, Dagger, ...) and subtract their rank (or their highest rank if multiple opponents).
You are still stuck 90% of the time against someone of equal PS and Skill but you have a better chance against someone of equal PS but less skill.
-- Stephen 15:13, 15 Sep 2008 (NZST)
Simple, Flexible Mechanism
Each side rolls: PS + Unarmed Rk (?+ one skill Rk) + (Environmental modifiers) + D10. Highest wins. Tie stays in close. This is almost equivalent to Dean's 50%+/-5% proposal, with ~ the same range, but a better curve (+10 still makes it automatic, but even +1 makes a 10% difference). People have their "withdraw-from-close" number written down, and it's the same number coming or going. Also, the environmental modifiers apply when you are, say, covered with goosefat, or being licked by an orc, maybe an octopus gets some bonus for suckers, etc, also allows some GM factor like "-4 for tumbling down stairs". I'd have the appropriate skills be Warrior or Assassin (not Thief). If multiple people, then total PS + best Unarmed Rk + best skill Rk (or even extra people's PS/2, but that's probably too hard to work out at runtime).
Wriggly Things
If you just aren't as strong as the opposition, you may be able to squirm your way out. Ever tried to hold onto an eel? They are slimy wriggly wee sods, with high AG and many ranks in writhing. I'd like some rule where you can use your AG instead of your PS, to escape (not to keep them in close). At high levels / big beasts, PS >> AG, so it's only useful for low levels, but when a AG20, PS 10 mage is pinned by a licky dog (PS 10) for a minute, it's funny, but very sad for that character/player. Maybe you can do it, but not add anything for others in close with you.
Life's just tough
I prefer the current rules. They are nasty, brutish and simple. They are unfair. They are mean. In no way do I see these as being negative attributes. DQ combat is all about how a skilled opponent can wipe the floor with an unskilled one except if the unskilled thug gets their meaty paws onto somebody. At which point it becomes a matter of brute force. It's a dynamic I like. High skills and abilities come into play in preventing this unfortunate turn of events and makes some adversaries, eg zombies, trolls the dangers they really are. William