[dragonraid] Re: [DragonRaid] Re: DoubleStar DragonRaid Rules

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From: "Rodney E. Barnes" <thegamemaster@...>
Date: Sat, 12 May 2001 16:20:18 -0700
R>>DoubleStar Battling Sin Enchantments:
R>>[snip] rolls the ShadowStone to determine its Difficulty Level,
R>> and adds ten (10) to it to determine Target Number (TN).

J> Don't you mean ChaosRock here?

No, I ment ShadowStone.  The reason is; Difficulty Level is still used for
determinaing damage to the Character Strength.  Remember, I'm not trying to
"Change" DR 1st Ed., only modify the combat enough to allow the use of the
DoubleStar and ChaosRock.

R> >The LightRaider rolls the DoubleStar and adds his defending
R>>Character Strength.  If the LightRaider rolls equal to or

J> Again, with a 10 in a Character strength, the player could roll a max
J>of 30. 30 versus 18 seems too scewed to the player's advantage.
J>Smacks of Monty Haul.

Actually, if you look on the success grid, you'll see that the percentage
chance to beat a DC level 8 Enchantment verses a 10 Character Strength is
70%.  To get a 18 or better in the possibility of 11 to 30 is actually
harder odds, 60%.  Again, compare the math and odds.  The odds of getting an
18 in the range of 11 to 30 is the same as rolling an 8 in the range of 1 to
20.  The odds of any one number in range of 1 to 20 is 5%.  So, to roll the
8, is the same as saying you need 60%.  So in actuality, it makes it harder,
not easier.  It may seem "Monty Hall", but the math works out the same.

> So you need four dice for all of this:
>
> SL
> DS
> SSt
> CR

Right.  People like more dice, not less.  But you could just use the
DoubleStar for 1-10 ranges as well, and thus only need one die for players.

R>> Combat [snip]

J> There are plenty of CDs that a LR will never hit since the DC does
J>not have to roll for DN.  Any DC with BA of 21 or higher will never
>be hit unless LRs can team up against it.

That is an easy fix.  In the case where more than one LightRaider is
attacking the same DC, the LightRaider's add their Weapon Ability ratings
together for each attack.  Let's say Faxmore and Lailonie are fighting a Bad
Attitude Beast with a BA of 25.  Faxmore has a Weapon Ability of 8, and
Lailonie has a Weapon Ability of 7.   Lailonie and Faxmore add thier Weapon
Abilities together (8+7=15) for a +14 to their DoubleStar rolls, giving them
a possible 35 to hit DN 35.  The Bad Attitude Beast is a DC that no
LightRaider should fight alone, or even just two of them.

The second fix, of course, is to lover the BA to an appropriate level for
your player's characters to have a chance to defeat it.

Another possible fix is to limit DN to 20.  Since a natural 20 on the
DoubleStar is a Critical Hit no mater the DN anyway.

J> Now the DC has the decided advantage with being able to roll
J> much more than the LR's max DN of 20.  No one would be able
J> to even touch a dragon.

Good point in the case of DC's like the Bad Attitude Beast with his BA of
25.   That would make his possible ChaosRock check up to 43.

One posssible fix is to combine Sheild of Faith ratings of all LightRaiders
the DC is attacking.  Let's say Faxmore and Lailonie are fighting the Bad
Attidute Beast still.  The DC has a +25 to his ChaosRock roll due to his BA
of 25.  Lailonie has a SoF of 4, and Faxmore has a SoF of 7, for a total DN
for the two of them of 21.  Rather low, but if they had more LightRaiders on
the Raid Team it would make a hudge difference.

Another possiblity is to set a DN that the members of the party have a
chance of getting at.

Also, don't forget, WordRunes that enhance SofF come in handy!

J> They (DCs) should be able to get an intant kill if the LRs are able
J> to.

I disagree.  Unlike the player character, the DC is not worked up and
doesn't have time and energy invested into it.  It's just a plot device for
enhancing the discipleship lessons.  So DCs don't get the advantage of
instant kill.  The AM doesn't have all that much time and energy invested
into the plot device, that the players have invested into their
LightRaiders.

R> >DoubleStar Surprise Rule for Distance Weapons: When
R>> a defender is taken by surprise, his Defense Number is at half.

J> Great against DCs with high BA, but for LRs defending it is a major
J> bummer.
>

You just need to be more cautious.

R> >DoubleStar Retreating Rule: A retreating combatant's Defense
R>>Number is at half.

J> LRs will never be able to retreat with a max DN of 10.   Might as
J> well be surprised.

Well, maybe a plus 5 to SofF to create a Retreat Defense Number (RDN),
instead of DN at half.

Rod