Re: Chewing on proficiencies, maneuvers and combat.
Posted: 15 Feb 2017, 13:23
I'll give an example. Let's assume a spearman of Ag3 Cu3 Spears6 = total CP12. With Emphasis 16CP. With current Codex write up he has RC 85%.thirtythr33 wrote:That's assuming that you have initiative 100% of the time.Benedict wrote:1. Precise Thrust costs 2AC. Which means a 4CP bonus spread between 2 Tempi on top of the +2CP Reach bonus. Way too powerful.
With RAW write up (+4CP with RC) one has the option to either attack or defend. Those total 4 dice can be translated to 2CP/tempo.
Attacking he could either Thrust at 8CP or Precise Thrust at 6CP or Bind & Strike* at 6CP.
Defending he could Block*/Parry at 8CP, or Deflect & Strike* at 6CP.
*provided he has a shield at hand used actively
All six options are pretty viable and he has equal chances to throw red or white for Initiative on Phr1 Tmp1.
By switching Emphasis to "RC makes Precise Thrust free" he has 14CP.
Attacking he could Thrust/Precise Thrust at 7CP, or Bind & Strike at 5CP. No reason to Thrust at all, while Bind & Strike is less advantageous.
Defending he could Block/Parry at 7CP, or Deflect & Strike at 5CP. Likewise defending seems less advantageous.
Assuming he has Reach (85%) and since Initiative is not stat dependent but pure luck (single die roll), on Phr1 Tmp1 the best bet would be to attack with Precise Thrust 7+CP. Because he'd choose the most advantageous available Wheel to target and shift accordingly to hit the weakest location. Which will increase chances of Impact on opponent and retaining Initiative.
If the opponent rolls white its cool. If the opponent throws red and beats him he can always preempt and hope for the best.
That means that the chances to roll red for the spearman are 100%.
In essence the chance of having Initiative at start of Melee is greater than 50% because his best tactic is to throw red, while opponent will throw either red or white.
To be exact in this scenario the spearman with Reach Control (85%) will have Initiative 70% while the opposition 30%.
For the 15% that he doesn't have Reach (equal length weapons - no one has Reach) he will throw white 100% and block/parry. At Tempo 2 he will switch to Reverse Grip and thrust to gain Reach. Then its Precise Thrust all the way.
That's why I say that apart from being powerful (Precise Thrust twice per Phrase for free) its one-dimensional by focusing purely on offense.
No, I believe that both options (red/white) are equally appealing in this case.nemedeus wrote:I am completely on board with this.Benedict wrote:...Spear Emphasis becomes "Reach Control grants Advantage to Speed Contests" which is broken down like this:
1. No Reach Control: Resolve as normal the Speed Contest.
2. Reach Control & Original Attacker or Red/Red: Speed Contest at Advantage.
3. Reach Control & Preempting Attacker: Speed Contest at BTN (Disadvantage is canceled by Advantage).
However, wouldn't that kinda mean a spear guy will practically never throw red?
When he throws white both preempt at BTN vs BTN instead of BTN+1 vs BTN.
When he throws red he preempts at BTN-1 vs BTN+1 instead of BTN vs BTN+1.
On a red/red he prempts at BTN-1 vs BTN instead of BTN vs BTN.
In fact, , if he's willing to gamble with Speed Contest, he has more reasons to throw red than white.
That was one of my previous suggestions from page 1.thirtythr33 wrote:Alternately, "While you have reach control you get +2 dice to Contest of Speed when preempting."
I'll sum all suggestions so far to have everything in place. I apologize in advance should I miss something.
SPEARS
Benedict wrote:1. When you have Reach Control you can favor one Target Wheel for free.
2. When you have Reach Control choose a target. Said target suffers Disadvantage at Positioning Rolls against you.
3. +2 extra dice used exclusively for Speed Contests while you have Reach Control.
4. Reach Control grants Advantage to Speed Contests
Korbel wrote:1. When spear-wielder has reach control, he can Disengage even if he attacked the last tempo.
DAGGERSthritythr33 wrote:1. When you have reach advantage precision thrust is free.
2. When you have reach advantage, you get advantage to positioning rolls.
3. When you have reach advantage, you can preempt without disadvantage.
4. While you have reach control you get +2 dice to Contest of Speed when preempting.
Benedict wrote:1. +2CP at Refresh when you have Initiative. Applies only during a grapple or when you have Reach Control. Stacks with Reach Control for a total of +4CP.
2. Reach Control increases Thrust DR by 1 if the blow connects to anything but metal armor. Also applies during Grapples if one has Initiative.
thirty33 wrote:1. Probably the bigger problem is that you aren't allowed to use the Dagger Proficiency while grappling.
Maybe there needs to be a grappling rule along the lines of: "You may use your Dagger proficiency instead of Brawling while in a grapple but are restricted to the offensive maneuvers Swing and Thrust and the defensive maneuver Resist at disadvantage."
Korbel wrote:1. When you have Reach Control and attack with dagger, your opponent can only Dodge or use Grab Weapon to defend.
To save everyone the mess of multi-quoting I'll voice my concerns here:nemedeus wrote:1. i could imagine something like "final wound severity is doubled"
1. With thirtythr33's suggestion that would be problematic because every knife fighter would have one less reason to invest in unarmed styles, since he could apply his Dagger proficiency during grapples. Also Reach is nullified during a grapple, meaning no Emphasis for dagger RAW. And piercing trauma converted to blunt vs metal armor. When grappling can disregard armor entirely.
2. I agree that Korbel's suggestion, while it needs a massive write-up and thorough testing as it will change everything, is cool, even if it can end on the bit complicated side. Just a heads up. I have a feeling that the creators went with "Reach Control gives +2CP" to avoid exactly this scenario.
3. Final wound doubled sounds a bit harsh when +1DR is more granular. At Lv1=Lv2 its the same. But Lv2=Lv4 and Lv3=Lv5 its overkill.
thirtythr33 wrote:Also, I made a thing.
Indeed! And useful to explain to players not bothering to read everything how weapons/proficiencies mix with current write-up. Thanks!Korbel wrote:Cool graph!