Thanks for pointing those out Armoks. I was going off some notes I took from the cards/pages, rather than the actual stuff since I was at work most of the time. I whipped it up kind of in a hurry. Still, the majority of those 'mistakes' won't have a big effect on the overall results.
1) Ah, I missed that. The troll still has a good chance of getting at least 1 success with 9 dice, though.
2) I did forget about that. It would certainly help the Slayer hit a bit better.
3) Hmm... I'll need to check the card. I'm not sure what you are saying, though. I think I did forget that Vomit has something to do with To ... but I'm not sure offhand why that would add a to the roll.
4) Yes, I did forget the ® for the stance for the discipline check. Oops. That would certainly help vs the insanity. Although if I recall, most of the failures were such that a single success result would not have succeeded the test.
5) That was a mis-type. I meant to say parry. The Troll never dodged, only parried, but I did accidentally write dodge instead of parry at one time. I thought I had corrected that, but apparently not.
6) He was saving the fortune point should his next turn come up or he need it for something else. Typical of a player. Even if he used it to strengthen his attack in the 2nd round, it would have had made no difference in the outcome of the combat, even if a success on the die would have caused the attack to succeed.
So, I'll rerun this test, along with that of my 4-pc rank 2 group, and see how it goes. Even with the new changes, I don't see it changing significantly. I'll even try a test adding weapon specialization and a fortune die for St and see how that ends up. Of course, maybe I'll try the Troll using Double Strike too.
Remember, though, we are talking about a Troll-slayer tooled up for combatting big bad monsters. He's got the max St and To, as much Weaponskill and specialization and bonuses to melee combat he can get, etc. He should be good at what he does, which is melee. The monsters in the beastiary are basic versions, designed for 'run of the mill' characters. Take 3 PCs with a 3 St and 3 To, and leather armor and see how well they'll fare. Hmm, maybe I'll do that test too. Anyway, my point is, as I posted earlier, if you've got a tooled up combat PC/party, then you need to tweak monsters a little to compensate if you want combats to be challenging. Add more Wounds, more Soak, more Defense, more A/C/E, use other action cards, etc. You make enemies more unpredicatable as well as unique, as well as scaling them to fit your group better.
Remember D&D and their CR rating system. A PC group of lvl 4 (say) gets matched up with a CR 4 enemy. That enemy is actually *not* a real challenge for the PCs. It was designed to use up 1/4 (I think it was) of the PC's resources, not to threaten to kill them. So, it damage 1/4 of their HP, use up 1/4 of their spells, etc. For a true "this combat could kill you" encounter for a fully rested party, you had to tweak the encounter somewhere from 3-4 times that CR rating.
