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Everything posted by Hood281

  1. @Kyros Skyfall But going back to @Gallows point (the thread got somewhat hijacked) He was not talking about parrying, necessarily, just observing that it seems strange (and I completely agree) that It's always a TN of 2 to hit someone, regardless of their skill level. My group (of varying ages and experience levels: I've been playing since 1E, once since 3E, one has a lot of experience with 4E, and two that have only recently played 4E) has been testing the 5E system, and at various ranks. We did observe the oddity related to the fixed TN that was the concern. Once everyone gets up into the 4+ ring range, especially if they also have a 3-4+ skill, combat gets weird. Misses basically just don't happen unless you roll really really bad, but everyone is so much more durable. It just creates a disconnect of sorts. It *works* better than I would have expected. With low TNs, attackers get more extra successes, which helps offset the durability, so it technically does balance out where combat between two characters of equal rank takes about the same amount of time. But it *feels* very different. Currently, we're leaning strongly towards the house rule that the base TN to hit you is (Your highest ring + Your lowest Ring) / 2. When we tried this, it makes it where the experienced characters can take on much more fodder, and you still see the occasional miss even when equally matched characters fight, and the bonus damage is a little lower. Fights take a little bit longer, and as a really odd side effect strife buildup is accelerated (you have to keep more to get hits in). Funnily enough this doesn't do a whole lot, we found outbursts to either be fairly common in skirmishes, and with the house rule they ended up being about the same frequency, although sometimes happening earlier. But once the outburst occurs, strife becomes irrelevant for the rest of that skirmish, essentially (except in one spectacular case, where in one of our Rank 5 tests, a character with 18 Composure managed to accumulate Strife somewhere into the mid-20s, and then got hit with a bleed, and then gained a strife because he had to keep it and immediately died, something like a Severity 23 Crit I think). TL;DR: If you want TN to scale, I'd recommend (Your highest ring + Your lowest Ring) / 2.
  2. Bless this rock so that it might roll through the enemy forces like a thundering bowling ball through a never ending lane of pins.
  3. I mean it's sort of irrelevant, isn't it? Compare to: "You take 5 damage. Also, your head is severed." But I see your point There was an old system (Role-Master) that also had the same idea of divorcing "damage" (Called concussion hits) and various criticals (arm removed). One system, in this case wounds, is simply there to determine when you fall over, and become vulnerable to a telling blow. The other generates specific effects, which might or might not also incapacitate you based on the result. One could certainly argue that some wounds should also be sustained, but the wound scale is so short I guess they figured it was not really worth the trouble.
  4. The five rings: Rock, Paper, Scissors, Lizard, Spock
  5. I agree. In 7th Sea 2nd edition, Villains win ties over Heroes (literally that is the tiebreaker, it's not a stat comparison, just Villains go first if there's a tie). I get it, at least conceptually, but the vast majority of games with such systems favor the PCs. Easy enough to house rule it. There's a ton of things you could use instead of lowest Honor. You could (as you suggested) flip it and go Highest honor first, that seems solid. Or you could have a stance order, or a ring, or any number of other options.
  6. The Goblins would probably go first, it's *lowest* honor that wins the tie.
  7. Intrigue, Duels and Mass Battles are the things that epic stories are about. Skirmishes are just filler. Skirmishes are where the characters can just sort of cut loose a bit, there's no "need" for a downside. Ultimately it's up to the GM to determine if/when there is a downside of strife accumulation during a skirmish: Maybe a villain shows up and there's an Intrigue scene or a Duel before the PCs have had a chance to flush accumulated strife. Or maybe they don't. Strife is just another resource to be managed by the characters (and the GM). In D&D, sometimes you have a fight and how many HP and spells you have left matters because another danger is right around the corner, and sometimes you just camp and you're rested and you move on.
  8. I'm just trying to provide something as an option to the OP, if you introduce variable TNs to hit, and your default is 2, really the only place to go is to have a 1-3 range. However, you don't want to base it off a single ring (or skill for that matter) because then it is too easy to raise. So a dual stat average curbs that to an extent at least, and Vigilance is already provided. That said, I see your concern with TN 3 as valid, and getting a 4 in Air Stance is very difficult to hit. However, anyone in Air Stance *isn't* in Earth Stance, so that's something lol. How about a solution that allows for it to be increased over time but much more slowly, and that is capped at 2 at creation? I'm thinking (lowest ring + Air Ring) / 2 Replacing 'Air Ring' with 'Void Ring' or 'highest ring' would also work if you feel that overpowers Air Ring.
  9. I think a fair solution would be to simply make Vigilance the base TN to hit a silhouette 2 target, unless they are completely unaware of the incoming attack. In the case of a completely unaware target (or immobilized one, or a training dummy) I'd say the TN would just be 1. It fixes the scaling problem, and also I think thematically fits.
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