Some miscellaneous questions about combat
Posted: 18 Oct 2016, 16:18
Greetings to all.
I am a rather novice tabletop roleplay enthusiast. I have never played Riddle of Steel or any of its successors, but I am really interested in their realistic play style and I've checked their respective sourcebooks.
First of all, congratulations for the amazing job you are doing with this game. You have managed to get rid of many unnecessary complexities of the original game, and have designed a simple, yet deep core rule system. There are a couple of things that bother me, though:
1) The Speed attribute seems a bit underpowered to me. As far as I can see, its only uses are reflex rolls, a few skills, and speed contests in battle. You might say the speed contests are really important, but the players can still add dice from the combat pool, which is derived from Cunning and Agility. Why should I spend points on Speed when I can invest them on Cunning or Agility?
I am not saying Speed is useless, but I think it is clearly less useful than the rest.
2) Dodging is treated the same as any other maneuver and doesn’t benefit from having greater Speed or Agility. In fact, in this game, there doesn’t seem to be any difference between dodging and parrying, except the 2 dice penalty for taking the initiative. The same happens with the terrain rolls. I think that having these rolls be affected by Speed would make this stat more useful.
2b) In fact, if one character doesn’t have any combat proficiencies, that means he has almost no chance of dodging. Why is this so, when dodging is made without weapons?
3) You have decided to use the same TN for every weapon. This greatly simplifies things. However, doesn’t that mean that a bigger, unwieldy weapon, like a zweihander, is straight out better than a smaller one? Furthermore, there doesn’t seem to be a strength requirement for heavy weapons.
4) Combat and Ranged pools are made out of the same base attributes. This is not necessarily something bad, but it means you can easily create a character skilled in both melee and ranged combat. I think it would be better if at least one of the base stats were different.
5) The ranged combat is great but, I feel distance is not as important as it should be. There doesn’t seem to be a difference between firing a bow at 30 and 90 yards. Or at 8 and 20 yards.
6) If I understand correctly, a shot against an unaware, non-moving target at an optimal range is made with all the ranged pool invested in the placement roll, right? That means the target is almost surely dead. Isn’t that too easy?
I am a rather novice tabletop roleplay enthusiast. I have never played Riddle of Steel or any of its successors, but I am really interested in their realistic play style and I've checked their respective sourcebooks.
First of all, congratulations for the amazing job you are doing with this game. You have managed to get rid of many unnecessary complexities of the original game, and have designed a simple, yet deep core rule system. There are a couple of things that bother me, though:
1) The Speed attribute seems a bit underpowered to me. As far as I can see, its only uses are reflex rolls, a few skills, and speed contests in battle. You might say the speed contests are really important, but the players can still add dice from the combat pool, which is derived from Cunning and Agility. Why should I spend points on Speed when I can invest them on Cunning or Agility?
I am not saying Speed is useless, but I think it is clearly less useful than the rest.
2) Dodging is treated the same as any other maneuver and doesn’t benefit from having greater Speed or Agility. In fact, in this game, there doesn’t seem to be any difference between dodging and parrying, except the 2 dice penalty for taking the initiative. The same happens with the terrain rolls. I think that having these rolls be affected by Speed would make this stat more useful.
2b) In fact, if one character doesn’t have any combat proficiencies, that means he has almost no chance of dodging. Why is this so, when dodging is made without weapons?
3) You have decided to use the same TN for every weapon. This greatly simplifies things. However, doesn’t that mean that a bigger, unwieldy weapon, like a zweihander, is straight out better than a smaller one? Furthermore, there doesn’t seem to be a strength requirement for heavy weapons.
4) Combat and Ranged pools are made out of the same base attributes. This is not necessarily something bad, but it means you can easily create a character skilled in both melee and ranged combat. I think it would be better if at least one of the base stats were different.
5) The ranged combat is great but, I feel distance is not as important as it should be. There doesn’t seem to be a difference between firing a bow at 30 and 90 yards. Or at 8 and 20 yards.
6) If I understand correctly, a shot against an unaware, non-moving target at an optimal range is made with all the ranged pool invested in the placement roll, right? That means the target is almost surely dead. Isn’t that too easy?