New rules for combat: disarm and opponent abilities estimation
The character who wants to disarm cannot attack during the current round. He must make a combat manoeuvre (80-100% activity) with:
disarm skill bonus
Failure leads to opening his defence and he suffers a -25 to DB against the following attack of the character he tried to disarm.
Example with equally skilled characters:
Character 1 wants to disarm character 2: he must make a combat manoeuvre with a bonus of (100 + 100/4 – 100 = 25). He needs a 111 to succeed so he must make at least 86 on his d100 roll. That means he only has about 14% chance to disarm an equally skilled character, which seems quite all right.
Now if he is a bit more experienced in disarm skill (let's say 125 instead of 100), his chances are about 40% (125 + 100/4 - 100 = 50, so he needs at least 61).
Now if character 2 is only half as good as character 1 (
If character 2 wants to disarm character 1 he needs (50 + 50 / 4 – 100 = -38) a 149+ to succeed.
Let's have a look at another uneven situation:
Character 1 (sword master):
Character 2 (student):
On one hand the master can easily disarm the student (150 + 170 / 4 - 80 = 113), except with a negative roll (-2 or less results in a failure).
On the other hand, the student will need a very lucky roll to disarm his master (70 + 80 / 4 - 170 = -80). He needs a pure roll of 191 (less than 1% chance).
Final example: the previous master against a well trained fighter:
Character 1 (sword master):
Character 2 (good fighter):
The master needs (150 + 170 / 4 - 145 = 48) a 63+, so less than 40% chance. The fighter will need a (125 + 145 / 4 - 170 = -9). He needs a pure roll of 120 (about 4% chance).
We also use situationnal awareness-combat and martial/weapon styles lore skills for the characters to prevent disarm attempts or to analyze skills of the opponent.
Situationnal awareness combat (no % activity required) manoeuvres (if declared before the disarm attempt) allow to see it coming and add a 20 penalty to the attacker (the one trying to disarm).
Martial/weapon style lore (10% activity required) skills
allow to analyze fighting skill of the foe (pure
Spectacular failure: under estimation
of 100% and foe has +20
Absolute failure: under estimation of 75%
Failure: over/under estimation of 50%
Special event: over estimation of 100% and you are afraid of the foe (must make a fear RR check to continue the fight)
Partial success: over/under estimation of 30%
Unusual success: exact scores estimation
Near success: over/under estimation of 25%
Success: over/under estimation of 20%
Absolute success: over/under estimation of 10%
Note: under or over estimation is subject to GM’s discretion and the result of the skill check should be unknown to the player!
Example: foe has 100
ð Absolute failure leads
to an estimation of 175
ð Near success leads to
an estimation of 125
ð Special event leads to
an estimation of 200