Econ, are you going to consider my suggestions, or do I have to put up my system?
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Econ, are you going to consider my suggestions, or do I have to put up my system?
Hi YLC, I have considered your suggestions - detailed responses follow. In general, I am open to suggestion if a compelling case can be made that I have overlooked a relevant trait or retinue, but otherwise I am pretty happy with the system as it is.
You are welcome to put up your system and let Zim pick.
In my system (partly stolen from the Gamesworkshop LotR game), the die rolls and the damage are separate. Although the number of die rolls you make are called attacks, each die roll is not really a separate attack that can hit or miss, and so does it's own damage. It's an abstract way of resolving who "wins" the round - makes any hit at all, if you like. The hit is then resolved separately.
I don't think there is anything unfair about not tying damage to specific die rolls. It's just a different system.
I am open to specific suggestions - I went through the traits and retinue on this link:
http://70.40.209.33/totalwar/retinue...ance&c=general
but am worried it misses any (people have been talking about weapons as retinue, but maybe that was a Stainless Steel thing).
I am leery about bringing in traits that just affect command, chivalry or dread, however, as they are too many and not specifically linked to physical prowess . A veteran general will already will get (a) lots of attacks due to valour; (b) lots of HP due to the scarred trait, likely; (c) a good smattering of other eligible traits, like brave.
I don't want to make the infantry general trait eligible, as I think that is to do with command rather than prowess. The cavalr general one I am letting in, because I can't see a good cavalry general not being a good rider and I envisage most duels starting with a joust.
I think this is just introducing some complexity to little gain. The damage is pretty high - 2d4 per turn and you only have 8 HPs - so I imagine most people will want to roll all their dice.Quote:
Enable dynamic dice - allowing you to conserve dice during one phase to use them in another phase.
Hmmm...
I understand that, what I am saying is that you have say, 3 dice for an attack, to see if any number of attacks hit, in your example - they are not separate and you might as well bring it down to one die. What if the attacker roles 2, 2, and 5? And the defender rolls 3 and 4? Both win one and lose one, and I don't think it would be fair to have the defender suffer because of that, since that is the most likely outcome - each side loses one, and wins one.
Thus, each successful attack, since each die rolled would count as an attack, up to two of course, deals 1d4 damage, and if holding back, deals 1d2 damage instead.
Some things, like Stoic, Disciplined, Energetic, Tactical Skill, VictorVirtue, DecevierVirtue, Natural MilitarySkill, Good Risky/Defender/Attacker and even GoodInfantryGeneral could all be in, because each is the nature of a person, and that would also have an impact on a duel, even if it is slight.
For example - Stoic would make a person hard to read, making it more difficult to predict his attack pattern. Disciplined would be someone who doesn't go off and take the first strike he can - preferring to wait until the right strike comes along. RiskyAttacker/Defender can be in because the general experienced in it, has experience actually doing it - fewer men means he must become more involved directly in the battle. GoodInfantryGeneral for balance mostly, and that if someone knows how infantry works, usually it indicates they know how to be a good infantryman themselves, if not having been one previously before promotion.
Taking into account my changes, this allows for more flexibility with tremendous gain. If, say, you want to land all your hits to deal 2d4, and you have 3 dice, then you can remove one from your defense phase, and use it in your next phase, significantly increasing the chance you will land a hit. I of course would do this at almost every turn if I have the valor to do so - if I can guarantee that I can deal 2d4 per turn, where as my opponent is not sure if he will deal 1d4 to begin with, then I have created an advantage for myself.
The reverse is true - take away some from attack, and add it to defense, and simply wait your opponent out, whittling him down little by little.
It allows for greater depth, allows people to make greater tactical decisions, and force them to start "thinking like my opponent." It creates a psychological guessing game.
YLC, we probably should agree to disagree. You are welcome to propose your own system. :bow:
My system is your system, minus the fight score (defender always wins) and the above implementations.
I do have some traits that increase defense, reduce offense, etc. I'll put them up with the changed rules for everyone's benefit - however, I need to go get some food, and put on my party hat, since today is my birthday, and then post everything up at around 5:00 EST
Edited first post to highlight current proposed rules (unchanged from those on page 2 of thread).
EDIT: I have given the names for the different ranks of relevant traits. Only change - social drinker is now a +1 to fight value rather than a -1. The game says its a positive trait, so it seems wrong for me to say it is negative - Dutch courage and all that.
I will also post everyone's stats when character selection is finished. I may tweak the retinue stats if they look too weak by comparison with newbies.
Err...not to be to much of a pain, but wouldn't the marks of war also confer a positive fight value?
I apologize but I have to do this: Bump!
:sorry2::hide:
Spoiler Alert, click show to read:
Just thought I'd give you guys some real life experience.
I do german longsword fencing and the mechanics are more of less the same as single sword and most other weapons of the time.
A strike over the top generaly beats a low strike unless the duellist striking low is both very quick and moves offline. The top strike has greater reach.
Moving offline (15 degrea's or more) gives a duellist strenght as long as his opponent stays online (straight).
A medium block will be fast and so would save you from high strikes.
If you mirror your opponent both swords will clash and you will wind (y-nd). where both swords turn round each other trying to gain the upper hand. this is where some nice dice rolling determines who wins.
This is a very basic run down but I hope it helps when working out the duels.
Interesting - to avoid confusion, I think we should leave the current rock-paper-scissors (RPS) system as it is for the tournament, i.e.:
High > Medium > Low > High
but we could think about some more realistic alternative labels for afterwards. If you want to propose alternative labels for rock-paper-scissors, I'd welcome them.
From what you've told us so far, it sounds as if we got it backwards:
:embarassed:
Medium (block) > High > Low
(which we could make full RPS if we assume Low> Medium.)