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Post by Oliver on Jun 30, 2012 12:54:57 GMT -5
The conversation at this website: torg.wikia.com/wiki/Skill-Based_Combatis designed to overcome the glass-jawed Ninja problem. To be honest, I'm not 100% sure it's a real problem. PC ninjas almost never get hit, but when they do, it's for a lot of damage. (NPC ninjas can suck it.) What do you think about this solution? Or is it unnecessary?
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Post by sabathius42 on Jul 5, 2012 19:40:45 GMT -5
I've read the article...but haven't actually used it in play. I don't think the glass jaw ninja is a problem so much as its weird having mooks either miss or headshot with no in between.
With better use of the many-on-one tables and sticking with one roll a round with the mooks vs. the ninja (or other dodge beast) I think you will get many more in-betweens.
I have never run a Torg game that ran long enough to develop a dodge beast so have never had an issue with this particular problem.
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Post by Oliver on Jul 8, 2012 22:26:15 GMT -5
Another solution I've seen is to roll separately for damage. This is an interesting method, since this allows for more randomness in damage. On the other hand, a Possibility spent to improve the hit normally also increases damage, so perhaps twice as many Possibilities would need to be spent under this model.
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Post by dalhyp on Dec 1, 2014 20:52:59 GMT -5
I usually go with the difference between the result against the dodge/melee skill of the defender as the bonus number to the damage number. It does keep the ninja from dying quickly but Nile Empire soldiers fall like red shirts! Since the soldiers aren't much of a threat to the Storm Knights, it's okay if they fall quickly.
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