Mercevial Xenn wrote:The only real issue I came across was the rules for a tie. In the event of the Storyteller getting a tie, a success/failure/locking of horns, depending on situation, is fine as they can decide what they think is best for the story. When it comes to players, though, I think we may need to have a hard rule in place. I may be biased (ha ha), but I was thinking, all things being equal, a tie should favor the hero (making damage or wounds as little as possible/ superficial).
Herzog wrote:yea, i never know how to roll for ties...especially in oppose checks.
In D20, it's always meet and exceeds for a success...including your opponents. But the window it is just that...a tie.
Luck is one of those things to avoid death and killing characters.Herzog wrote:The luck trait could also be used to turn a deadly wound into something that can be survived as well.
Like Pmiller has said already. It looks like armor becomes the key to survival during combat.
Some attacks (like spells) would also target Perception, Health, or Wisdom instead. I would say a Skill that is better and applicable can be used in defense instead of Agility. Unarmed Combat is good example in a brawl. Melee Combat skill would work that way as well, where Ranged Combat Skill would not.Herzog wrote:So to recap from what all has been said by Pmiller and such for combat
1.) The attack roll itself to determine if you succeed is the opposed roll vs opponents defense. Normally, this would be agility, correct. What about the instances like Xenn were he has Melee defense? Player chooses the higher rung?
2.) Once an attack succeeds, then we determine damage. Damage is against a TN based on weapon and situational modifiers. If the player fails, then he loses a rung (s) of health.
3.) Armor: If the player is wearing armor, they can decide to lose a rung off the armor rating to negate health damage. For instance…PC has d20 armor, gets shot. He fails his TN health check, so he would normally lose a rung of health. Instead, he decides that the shot penetrated his armor, but still stopped most of the force of the shot…but now the armor is less effective and loses the rung instead, going to d30.
Do I understand that correctly?
Herzog wrote:Also, the last rung of health….i had used d20…but had been questioning on rather it should be d30…..i think by the time you hit d30, you are seriously wounded and it wouldn’t take much to take you out. I am fine with using either however.
Maybe we need to address it, maybe we don’t. We are talking characters with better Agility. If they also have high Melee Combat Skills, that could help. I have not looked at Swashbucklers in PF to convert, but they have parry Skills that would effectively be an Armor Replacement to help avoid incoming attacks.Herzog wrote:Obviously, like PMIller said, we are going to have to address Monk type characters and dexterity builds.
Charge is not a Combat Maneuver per se, like Bull Rush. But even in PF they are considered as something doable untrained. Default would be d20, I think. Having the Superpower d20!, unlocks the maneuver to use with an already existing Combat Skill. Though, we might have to say Ranged Disarm and Disarm are two different Superpowers.Herzog wrote:I think combat maneuvers should be handled like super powers in a way. Like charge, bullrush, etc. Every person may know how to charge, but perhaps they do it at d30 or something unless they’ve been trained…
Yeah, I write after knowing the results too. I only brought it up because of the example in The Window’s section on combat. We can probably can ignore that issue.Herzog wrote: Called shots: Not sure about you guys, but I’m writing the description of the result after I’ve rolled the die…so I am not sure called shots are something we can apply…perhaps called shots could be something like Aiming, were you spend a round focusing in order to raise your attack by a rung or something. Tho that works more with ranged than melee….
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