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

+ OB bonus of the attack used to disarm / 4 (with an upper limit = the disarm bonus)

- OB of the opponent (do not subtract any parry from the OB)

 

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:
OB = 100, disarm = 100.

Character 2: OB = 100, disarm = 100.


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 (
OB = 50, disarm = 50), character 1 needs (100 + 100/4 - 50 = 75) a result of 36 (65% chance of disarming character 2).

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):
OB = 170, disarm = 150

Character 2 (student): OB = 80, disarm = 70


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): OB = 170, disarm = 150

Character 2 (good fighter): OB = 145, disarm = 125

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 OB and DB, without item or magical bonuses):

 

Spectacular failure: under estimation of 100% and foe has +20 OB this round.

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 and +10 OB and DB vs this foe for the duration of combat.

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 GMs discretion and the result of the skill check should be unknown to the player!

 

Example: foe has 100 OB, 50 DB.

     Absolute failure leads to an estimation of 175 OB, 88 DB, or 25 OB, 12 DB.

     Near success leads to an estimation of 125 OB, 63 DB, or 75 OB, 37 DB.

     Special event leads to an estimation of 200 OB, 100 DB!