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Azai wrote:How has adding dodge bonus to combat defense effected your game?
Things get too powerful? Lots of swings and misses? Evens it out?


Azai wrote:How has adding dodge bonus to combat defense effected your game?
Things get too powerful? Lots of swings and misses? Evens it out?
Lord Ben wrote:I haven't tested it myself but I would imagine it widens the gap between combat focused characters and those who spread out their abilities more.


Lord Ben wrote:I didn't say you can't, I just point out what affect it would have. It rewards people for taking even more XP away from things like survival or persuasion, etc and rewards them for spending it in combat.
Not to mention during gameplay you can spend 50 XP to get the Shield Expert quality for +1CD only when you have a shield or you can buy Dodge up by 5 for +5CD always.





Depends on how you build your character. Combat is as much about learning how to take wounds as it is avoiding them. If you run around in full plate with a greatsword and no shield you'll take a beating pretty fast. Superior Breastplate, spread some XP into awa/agi/ath, shield, etc and you'll do just fine.


Azai wrote:Say if a character wanted to forgo a shield, and just wield a sword. Parry, dodge, attack. All that.

Lord Ben wrote:Influence:
**Banner houses under influence, same point system as the book
**10 influence for important NPC's "owned" by the House given stats by the players (heirs buying the heir advantages, etc).
**Edit the caps on Status to provide an easier move to the middle of the pack (5-6 for the Lord) and MUCH harder to go above that. 7-8 should be the Starks, Lannisters, Warden of the South, etc. It should be eaiser to get to Bolton/Umber levels of 5-6 where you're important and valued bannermen but not running the Kingdom.
Lord Ben wrote:Lands:
**Move cities/towns/vilages off of Land.
**Provide some type of benefit to owning empty holdings. It's totally unsexy to have 4 grassland holdings or a few lightly forested hills but there should be some reason to do so listed.
Population: Move hamlets/towns/cities under population instead of land.
Lord Ben wrote:Law: This works, I'd maybe add in a note that when you lose wealth you lose an extra one at low levels and at super low levels you lose 1d6 instead (like a reverse market/port)
Lord Ben wrote:Power: Add some additional special abilities to some types of units. Raiders have the ability to gather wealth when parked in another families holdings, scouts get some type of ability to justify having them, etc.
Lord Ben wrote:Wealth: Add a few things that simulate the market/port mechanics for population and others. Granary/Mill, etc.





coldwind wrote:Don't forget - bonus dice on attacks only increase your average roll, not your maximum. It seems a bit unbalanced to allow them to increase your maximum defense. Admittedly, you don't usually roll for your defense, but then, that's what the dodge action is for.
For comparison, look at the free attacks granted by reach in the advanced combat, or even the maneuver action - those just look at your passive Fighting, no bonus dice included.

shadowninja wrote:coldwind wrote:Don't forget - bonus dice on attacks only increase your average roll, not your maximum. It seems a bit unbalanced to allow them to increase your maximum defense. Admittedly, you don't usually roll for your defense, but then, that's what the dodge action is for.
For comparison, look at the free attacks granted by reach in the advanced combat, or even the maneuver action - those just look at your passive Fighting, no bonus dice included.
It's not unbalanced, look the passive value rules, when a specialization apply to the roll, add 1 for each 1B possessed (pag 52). Using Free Attack, you can apply specialization too, using the same rules. Why not use the same to Combat Defense?


shadowninja wrote:It's not unbalanced, look the passive value rules, when a specialization apply to the roll, add 1 for each 1B possessed (pag 52). Using Free Attack, you can apply specialization too, using the same rules. Why not use the same to Combat Defense?


BrianD wrote:shadowninja wrote:It's not unbalanced, look the passive value rules, when a specialization apply to the roll, add 1 for each 1B possessed (pag 52). Using Free Attack, you can apply specialization too, using the same rules. Why not use the same to Combat Defense?
That said, Combat Defense isn't a passive test result, it's the sum of three abilities. Having Agility 4 and Agility 3 (Dodge 1B) provide the same bonus to CD doesn't really make sense to me when the passive results of those two stats would be 16 and 13 respectively, especially considering raising Agility after character creation costs you 30 XP and raising your Dodge specialty only costs you 10 for the same +1 boost to CD.
The gap between passive test results and the two defense scores is actually one of the few big things that bug me about the SIFRP system. For example, to get a passive Awareness result of 12 requires only 10 XP; to get a Combat Defense of 12 requires an investiture of 120 XP. The problem is that both the Stealth and Fighting abilities are pretty much exclusively tested against those two values, and they require the same amount of XP to improve. Essentially, your returns on investing in Fighting are way higher - putting 100 XP into Fighting 6 gives you a cool 99% chance of hitting someone who invested 20 more XP than you towards boosting their CD stats, whereas putting 100 XP into Stealth 6 earns you a measly 28% success rate against someone who spent the same 100 XP on Awareness 6. Something's just always seemed off to me about that.

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