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Quasi-Playtest: OSR Fighter
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<blockquote data-quote="GMMichael" data-source="post: 8344985" data-attributes="member: 6685730"><p>[USER=6670763]@Yora[/USER] Clerics get 3, Thieves 2, and Magic-users 1.</p><p></p><p>[USER=7029432]@MattW[/USER] Active defense is the standard rule from the base game. I wanted it to carry over because it makes combat (decisions) more interesting. To nitpick, the mail you mentioned does jack and squat against a mace, doesn't prevent your knee from getting kicked in, and doesn't much prevent someone from ringing your bell. My hope is that armor (and shield) bonuses will give defenders a good chance to negate attacks, but Fighters will still have a distinct advantage with a steady increase in THAKO.</p><p></p><p>[USER=7025897]@Marc_C[/USER] If four (non-defending) opponents attack the fighter, the fighter wants to 1) use her three actions to defend against the heaviest hitter, or 2) use her three actions to disable the most opponents before they can attack. There are lots of options, but fighting four opponents at the same time is generally a bad idea. Also, spending a hero point for 1d6 healing is probably going to be a non-action.</p><p>So let me ask, how did the fighter get so badly outnumbered?</p><p></p><p>[USER=10515]@Aelryinth[/USER] You make a good point - but it's hard to say how many hit points per level are enough for a No-Magic-Melee. As you saw above, I have fighters at 4 (hit points per level), Casting Melee at 3, non-Casting Rogue at 2, and Full Caster at 1. The numbers are, currently, ad-hoc. I could say that the spectrum covers the types of damage dice and their half (or full) values, so maybe a fighter should have 6 hit points per level (half a d12). For reference, here's how the weapons are set up:</p><p>d4: tiny or non-weapons</p><p>d6: light weapons (easy to carry)</p><p>d8: standard weapons (one handers)</p><p>d10: heavy weapons (zwei handers)</p><p>d12: special</p><p>So should the hardiest warrior have (about) four times the hit points of the squishiest caster? Or some other amount?</p></blockquote><p></p>
[QUOTE="GMMichael, post: 8344985, member: 6685730"] [USER=6670763]@Yora[/USER] Clerics get 3, Thieves 2, and Magic-users 1. [USER=7029432]@MattW[/USER] Active defense is the standard rule from the base game. I wanted it to carry over because it makes combat (decisions) more interesting. To nitpick, the mail you mentioned does jack and squat against a mace, doesn't prevent your knee from getting kicked in, and doesn't much prevent someone from ringing your bell. My hope is that armor (and shield) bonuses will give defenders a good chance to negate attacks, but Fighters will still have a distinct advantage with a steady increase in THAKO. [USER=7025897]@Marc_C[/USER] If four (non-defending) opponents attack the fighter, the fighter wants to 1) use her three actions to defend against the heaviest hitter, or 2) use her three actions to disable the most opponents before they can attack. There are lots of options, but fighting four opponents at the same time is generally a bad idea. Also, spending a hero point for 1d6 healing is probably going to be a non-action. So let me ask, how did the fighter get so badly outnumbered? [USER=10515]@Aelryinth[/USER] You make a good point - but it's hard to say how many hit points per level are enough for a No-Magic-Melee. As you saw above, I have fighters at 4 (hit points per level), Casting Melee at 3, non-Casting Rogue at 2, and Full Caster at 1. The numbers are, currently, ad-hoc. I could say that the spectrum covers the types of damage dice and their half (or full) values, so maybe a fighter should have 6 hit points per level (half a d12). For reference, here's how the weapons are set up: d4: tiny or non-weapons d6: light weapons (easy to carry) d8: standard weapons (one handers) d10: heavy weapons (zwei handers) d12: special So should the hardiest warrior have (about) four times the hit points of the squishiest caster? Or some other amount? [/QUOTE]
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