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Re: [Slope: Ch 11] Yet another idea on how to improve Defending



Don't mean to derail your rules ;-)

Looking at the math briefly after getting the kids to sleep tells me if you take the worst 4 of 6d6 the odds of failing to hit is about 70%. At worst 4 of 5d6 it's closer to 50%

Maybe still a bit high, but how many level 5 UC players are there getting that high bonus? Considering they take a defense penalty because they can't wear serious armor in a game where 1 hit will kill, maybe that's an ok advantage?

Worst 4 of N isn't as simple as your original, but it doesn't require extra rolls and doesn't require Dex modifiers.


--Thomas



On Wed, May 16, 2018, 19:52 Rick <rick_ww@lightspeed.ca> wrote:
Ouch!

You are right Thomas, ditto your comments for the talents: Dance Of Death &
Si-jik Style of Fighting.

I need to think about those special cases.

Piss.  I may have to just dump this idea.  The advantage of this idea was
it was SIMPLE.


Rick


> On May 16, 2018, at 4:35 PM, Thomas Fulmer <tfulmer1@gmail.com> wrote:
>
> Rick,
>
> Take the case of unarmed combat taking the defend option. Will auto miss remain at 16? Presumably yes.
>
> At 5d6 the odds of 16 or higher are around 60% and at 6d6 they are closer to 90%
>
> So while I initially thought this seemed balanced, you might want to consider this case. Maybe in the case of unarmed combat the additional dice for attackers is replaced by an active roll for the martial artist to parry in addition to the reduced odds of the attacker to hit. Or maybe attackers roll 5 dice or 6 dice and takes the worst 4 or something would be easier.
>
> --Thomas

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