Indeed. In otherwords, you need to be an irresistable force in order to have a chance against an immovable object.
Certainly it's a matter of opinion. Mine is that since MII:TW is the reality upon which we build the rest of the game, we should stay as true to it as possible. I do want to include tactical options regardless though, as I wouldn't want be able to tell who's going to win before the fight even starts!
Its obvious both of you have put some thought into this and I have to commend YLC's dedication in writing out all those traits with a comment attached. I agree with Cecil about M2TW being the reality our characters live in, but its a pretty flawed and limited reality.
My two biggest qualms about this idea is firstly its complexity. That's a lot of date to take into account and I've always been a proponent of simple game systems. (When they are handled by humans) Secondly, when does adding data like traits, ancillaries and stats stops? For example, what of age? Surely experience isn't everything and a 20 years old has an advantage over a 60 years old in the physical department. I'm sure others could come up with a few other things like that which aren't represented in M2TW.
Indeed, there have to be limits. I wouldn't want to speak for YLC, but I think it's important to determine every possible factor we could implement, and from there narrow the focus down to what's feasible. I think we're just giving whoever creates the rules material he can choose to work with, not everything has to be included.
I think in creating any dueling system it might be best to err on the side of simplicity... very few
MTW2 stats relate to personal combat anyway. Bonuses for special weapons and armor might be interesting, though.
Woad That's pretty much how tournements were done through most of the Middle Ages, I believe.![]()
V&V RIP Helmut Becker, Duke of Bavaria.
Come to the Throne Room for hotseats and TW rpgs!
Kermit's made a TWS2 guide? Oh, the other frog....
From what I know of French history, dueling per se didn't appear until the 16th century when swords got lighter.
What we had before was the "Jugement de Dieu" (God' s Judgment) in which the aggrieved party met its opponent on the field to settle their dispute before God, the will of God being expressed by the gift of victory.
Most times, this judgment was first conducted on horseback with lances and if necessary was prolonged with whatever weapons were chosen, axes, swords, maces...
I fully agree that implementing such a system could be a great addition to the game.
Philippe 1er de Francein King of the Franks
Yes so why don't we just play AD&D on line?
You guy's are going rule mad.
I was actually thinking of narrowing down the list, and basing it off of TC's Chariot Race Rules, but allow the players to influence it in a RPS fashion, and then rolling dice based upon valor.
Thus, in the following fight, we have two knights
Knight Cecil has 2 HP, as dictated by his avatar, and 6 valor (3 silver chevrons), which would give him 3 dice per phase.
Knight Flax has 4 HP, as dictated by his avatar, Fine Armor, and Hypochondria, with 4 valor (1 silver chevron), giving him 2 dice per phase.
Knight Cecil has the trait "Scout", giving him the opening move - he chooses attack, and his stance type - High, Mid, and Low - Mid.
Knight Flax chooses his stance type - High, Mid, Low - Low
Spoiler Alert, click show to read:
Knight Cecil rolls 4, 1, and 5, and each die gets +1 due to his superior stance, giving him rolls of 5, 2, and 6
Knight Flax rolls a 4 and 3 - not enough to beat either of Knight Cecil scores. Knight Flax is soundly beaten this phase, losing 2 HP.
Knight Flax then goes on attack, rolling 4 and 3 yet again, this time with Mid as his stance.
Knight Cecil defends with 4, 6 and 1 with his stance set to High, giving him advantage, with 5, 7, and 2.
Knight Flax is unable to damage Cecil, who is fighting superbly and easily countering everything being thrown at him.
Knight Cecil then launches into his own string of attacks - 5, 4, and 5 - with his stance set to Mid.
Knight Flax flounders under the withering series of blows - rolling 1 and 1 - and even screws up his stance, having it set at Low, giving Cecil +1 to his attack (6, 5 and 6). Knight Flax loses 2 HP, is on his knees, and is at the mercy of Knight Cecil's masterful handling of combat.
Okay, yes, a bit cheesy, BUT, this was all decided by random.org, so blame chaos if you so wish. This is the very basic setup, and the only current changes I am thinking of is "expanding" upon the idea of chivalry and knavery actions, and having every 3 chevrons add another die and hitpoint.
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