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Deadly combat systems
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<blockquote data-quote="GMMichael" data-source="post: 8865264" data-attributes="member: 6685730"><p>I'm not sure I'd call this a "deadliness level," but I'll bite.</p><p></p><p>Joe the soldier puts his good attribute score in Physical and his attribute point there: 13 health. His armorer provides a sword (d8, nothing fancy), breastplate to wear over his padded jack (brigandine, -2 Physical, d6), and small shield (+2 parry) - in addition to non-rules gear like leather bracers and a halfhelm. Joe's training is in Armed (combat) for 1 point, and his perk is probably not combat-related...let's not min-max here!</p><p></p><p>He charges into battle and attacks the first opponent he meets - someone with VERY familiar-looking gear. He doesn't hesitate though because his opponent is wearing a different tabard than his. Not-Joe raises his shield, planning on pushing Joe's sword-arm back far enough to create an opening...</p><p></p><p>Joe's attack is a d20+1 (if he's not feeling heroic enough to use a hero point); Not-Joe's defense is d20+2. Joe has a 45% chance to cause damage. His d8 sword averages 4.5 damage per attack, and Not-Joe's armor averages 3.5 protection per attack, or 1/11 of Not-Joe's health per attack, for about (9% x 45%) 4% of a kill per attack, or 1 kill per 25 attacks.</p><p></p><p>If Not-Joe wants a kill as much as Joe does, he can attack instead of defending. This raises Joe's damage chance to (almost) 100%, and Not-Joe's damage chance to (almost) 100% provided that Joe's attack doesn't disable Not-Joe prior to his counter-attack. Joe's damage percentage goes up to 9% in this case, as Not-Joe's goes from 0% to 9%, or 1 kill per 11 attacks. </p><p></p><p>So, how is this <strong>0% Deadliness Level</strong> game "deadly?" Joe removes one damage point per day without a healer's help, so his damage sticks around. His defenses are limited to 3 per round, so if Not-Not-Joe shows up, Joe can't rely on additional parries - only his armor. There's no such thing as a "miss," so if Joe doesn't use an action or rolls poorly to parry an attack, he's taking a minimum of 1 point of damage. Finally, next level, Joe gains anywhere from 0 to 5 physical health, which is an "average" of 2.5 health per level. Tiny weapons (daggers, unarmed attacks) average this much damage with a d4, so good armor and some creativity are necessary for surviving against higher-level opponents, because increasing health alone is not (on average) a viable option.</p></blockquote><p></p>
[QUOTE="GMMichael, post: 8865264, member: 6685730"] I'm not sure I'd call this a "deadliness level," but I'll bite. Joe the soldier puts his good attribute score in Physical and his attribute point there: 13 health. His armorer provides a sword (d8, nothing fancy), breastplate to wear over his padded jack (brigandine, -2 Physical, d6), and small shield (+2 parry) - in addition to non-rules gear like leather bracers and a halfhelm. Joe's training is in Armed (combat) for 1 point, and his perk is probably not combat-related...let's not min-max here! He charges into battle and attacks the first opponent he meets - someone with VERY familiar-looking gear. He doesn't hesitate though because his opponent is wearing a different tabard than his. Not-Joe raises his shield, planning on pushing Joe's sword-arm back far enough to create an opening... Joe's attack is a d20+1 (if he's not feeling heroic enough to use a hero point); Not-Joe's defense is d20+2. Joe has a 45% chance to cause damage. His d8 sword averages 4.5 damage per attack, and Not-Joe's armor averages 3.5 protection per attack, or 1/11 of Not-Joe's health per attack, for about (9% x 45%) 4% of a kill per attack, or 1 kill per 25 attacks. If Not-Joe wants a kill as much as Joe does, he can attack instead of defending. This raises Joe's damage chance to (almost) 100%, and Not-Joe's damage chance to (almost) 100% provided that Joe's attack doesn't disable Not-Joe prior to his counter-attack. Joe's damage percentage goes up to 9% in this case, as Not-Joe's goes from 0% to 9%, or 1 kill per 11 attacks. So, how is this [B]0% Deadliness Level[/B] game "deadly?" Joe removes one damage point per day without a healer's help, so his damage sticks around. His defenses are limited to 3 per round, so if Not-Not-Joe shows up, Joe can't rely on additional parries - only his armor. There's no such thing as a "miss," so if Joe doesn't use an action or rolls poorly to parry an attack, he's taking a minimum of 1 point of damage. Finally, next level, Joe gains anywhere from 0 to 5 physical health, which is an "average" of 2.5 health per level. Tiny weapons (daggers, unarmed attacks) average this much damage with a d4, so good armor and some creativity are necessary for surviving against higher-level opponents, because increasing health alone is not (on average) a viable option. [/QUOTE]
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