Jericho said:
pumpkin said:
Yep, for my games, I am going to tell my players to expect to hit (and to be hit) more often than in V2, and that the combat dynamic has changed quite a bit. Combat will now be about wearing the other person down, hoping to getting boons on the roll to deal the the debilitating criticals or just dealing enough damage to take them out. Parrying is more likely now to reduce damage rather than stopping an attack completely (which is more similar to the V1 parry, in effect).
Sure, but it shouldn't be a predictable exchange of damage ratings, should it ?
I'm still in my first few games, so I haven't taken into account all other combat modifiers that can really add up (high ground, outnumbering, surprise, etc), but still, in my tests up to now, beginning characters have had very criticals done on either side, and many many wounds delt on a regular basis.
What I liked in V2 was that tactics could really turn the table. IE. Beginning characters (43 WS for example), would have a hard time alone... But if they could outnumber (+10%) and one of the two would then All-and-out attack (+20%), then the situation would suddenly turn to the advantage of the PCs.
In V3, outnumbering gives 1 Fortune die it seems (maybe 1 per times you outnumber the opponent?), but that simple white die won't make much of a difference. The PC's Str and expertise will be a major factor, so big that situationnal modifiers will be less important. Leading players to just charge in and try to dish out as much damage as possible as fast as possible... Boring. The maths of the RAW seem to encourage that attitude.
Those kinds of tactics are still there, i think the GM just needs to be liberally adding dice to make the PC want to find them. I think Dvang has mentioned on a couple of threads that the ideal pool has some successes but also some boons, and when trying to work out the pool the PC should try to be ensuring he has dice that have a good chance of generating both. unfortunately, the dice are random and none of them are particularly better at generating boons compared to successes than any other. If anything that's the problem with the mechanics, but its not easily fixed.. a way of converting successes into boons perhaps?
There are certainly times when it is better to not attack and add dice to someone elses pool as part of your action, especially if those dice you add result in an extra boon or two, which can be used to perform a critical. Unfortunately, you can't really guarantee those extra dice have a better chance of coming up with a boon compared to a success.
The GM can choose to add in extra and <P> however s/he sees fit, so I'm not sure there is really a need to start changing the way damage etc is worked out compared to the RAW, to change the base chance to hit ratings; that's in the the hands of the GM in the first place.