dra wrote:Is there a chance than to get some pre alpha table or something that is not ready 100% yet but playable and used in test games?
Here is the info I have managed to backward engineer from various spoilers and the examples given in the beta:
Sling
4p (short/medium, Instant)
1 shot per round max
Crossbows
5p (medium/long, reload 1)
Mobile (can run around with loaded and fire from prone etc)
Bows
5p (medium/long, Instant)
Arqeubus
7p (medium/long, Reload 2)
Instant means you can fire multiple times per round, CP allowing.
Reload means you have to use reload action that many times between shots
range1/range2 means range1 is your optimal range (you can choose the target wheel) and range2 is your maximum range
This is just rough stuff. Real rules will differentiate between different ammo types and more rules about ambushing distances and stuff. There is probably going to be some armor piercing property for guns too.
dra wrote:I admit I might have missed it because of sense of shock after seeing that STAMINA soaks so much damage. I mean, it's kinda "armored dwarf fallacy" from 90ties's wfrp. If one person picks stamina as priority atribute and has it @ 6 and attaking character has ST of 2 (quite reasonable for non-meele ppl) it seems to me that bare skin has more armor value than chainmail (descriptions and special attributes of armours aside). It is even more shocking that this fallacy was well known and most homebrew rules resorted to either toughness canceling out only ST damage (even if it was higher) or doing it BLADE's way of dividing attributes in halves.
First of all, note that in BotIT and TROS your attributes range from 1-10 and in BoB your attribute ranges from 1-5. BoB has effectively incorporated the "divide attribute by half" rule for the purposes of using STAM in Armor, only without having to do math.
Second, BoB armor is slightly higher rating than that in BotIT. BoB has armor ranging from gambeson (2) to plate (6) and BotIT has gambeson (1) to plate (6).
Third, and probably most importantly, the special attributes of armor is one of their most important functions.
Metal converting Piercing and Cutting to Blunt damage type downgrades the type of damage you take and Rigid caps the wound at Level 3. Let's examine an example of your naked dwarf and an armored weakling.
The naked dwarf has STAM6 and the armored weakling has STAM1 and munitions plate with AV4. From a first glace, it would appear the dwarf's AV6 is better than the weaklings AV5, right?
But look what happens when you see how an actual attack is resolved. Say someone lands a MOS4 swing at the ribs with a Glaive (2c) and STR3. The Glaive has Drawcut.
Against the dwarf, this is a level 5 Cutting Wound:
Weapon is lodged in the chest. Death is imminent. KO3, Impact 10, BTN 10
Against the weakling, this is a level 3 Blunt Wound:
Knocks out the wind. Bad bruising. Taking deep breaths is going to be painful for a while. Impact 6, BTN7
Turns out, that armor is massively more valuable than having high Stamina. Armor properties look so important in fact, that I think that the weapon properties Crushing and Plate Piercing are way more important than a few DR and maybe even worth giving up reach for.
dra wrote:On the other note I would like to request clarification on chapter 13. The entire time up to here meele is portraited as too chaotic and too fluent to measure in silly things as seconds or minutes. Therefore we do not have fixed timed rounds in combat, we resort to "phrases" or "limelights". How am I supposed to all of sudden count blood loss every minute? Or every 30 seconds as two BL3 wounds were recieved?
The highest BL rate of 3 is 3 per min (or 1/20 sec). That would translate to 1 every 2 or 3 Rounds. To go into shock would take ~12 Rounds. That's way higher than how long most BoB skirmishes take. Ranged weapons have huge DR and it is very very easy to get high MOS (since your opponent doesn't get an opposed roll), it can be a lot like shooting fish in a barrel.
dra wrote:That would be way different than TROS than. Since back in the days, two simillar CP, heavy armoured opponents could have smite at each another for ages. Granted, there is slightly higher TN for shields but than again, you don't have to have DTN5 since you can easily achieve that by constantly disengaging. It's TN 5, it breaks up the fight so opponents "circle around waiting for opening". I guess every time you do that, you buy 10-15 seconds at least.
So I am this bloke who got lucky BL2 on my opponent and is playing defensive game with my shield favoring less armoured locations. Every time I can, I use dissengage which puts me at advantage (and wound might put opponent at disadv). I just make sure I allocate enough dice to avoid feints. If I wish to be nasty I could say I don't care being hit anyway since I have Stamina @6!
Yeah, if you both have STAM5 and AV6 and stand next to eachother trading blows like idiots you will do absolutely nothing and combat will take decades. The thing is though, the grapple system in BoB utterly brutal. Armored fights usually trade 1 or 2 blows to try to get a Trip or Grab before devolving into armored wrestling matches.
Consider that trying to hurt an opponent with STAM5 and AV6 means even if you have STR5 you still need to get a MOS8 just to move him to BTN7.
On the other hand... if you try to throw your opponent to the ground you only need MOS1 to give them Disadvantage (it's like BTN7 but better because it will stack with later wounds).
Also, the grappling maneuvers Gouge, Hold, Snap and Strangle all IGNORE ARMOR. Gouge, Hold and Strange ALSO ignore STAM as well. And only need MOS1 to get them started.
If you can use it, Gouge is utterly devastating. Since you can Maintain grapples for 0AC and your opponent cant Preempt from a grapple to restrain you, there is nothing stopping you from sinking 100% of your dicepool into it once you get your first success. From there it is practically impossible to break out of because of the huge Impact it deals that ignores all your STAM and AV.
Granted, if your opponent is fully encased in gothic plate you can't use Gouge or Strangle, but you can always use Hold. A MOS2 hold will halve your opponents pool, and combined with the Maintaining rules and no ability to preempt to restrain it is VERY difficult to escape. Once they are helpless at CP0, you can auto-kill your opponent by wrenching open his visor and jamming a dagger in his face.
All in all, if both characters are looking to grapple it's practically guaranteed that someone will have to surrender in 3 or 4 rounds.