I would suspect this might be best done as:
5w5 Large
17 combat (Small Tree ^10) (this may be wrong symbol for weapon edge)
thick skin ^8 (This may be the wrong symbol for armour edge)
When a fight starts, the giant uses Large to get his APs (125). But for
skill
rolls, he'll use his club combat.
As can be seen, this giant lasts a long time (5w5 large), is reasonably
skilled (17 combat), but when he hits, he hits hard (10-hero's armour
is added
to his bid), and is very hard to hurt (thick skin ^8 gets subtracted
from
hero's weapon edge when he wins a bid. I have no idea if armour can
make a
weapon edge go negative)
I suspect when playing out this fight, you'll see the hero slowly
whittling the
giant down (take 5 AP), while each round the giant tentpegs (6' under)
one of
the hero's followers (lose 15AP!).
If our hero wants to win, he'd best:
That or be Oscar Wild.
I'd be careful about having fights where you have people with 2-3
masteries
more then their opponents. The dice tables start misbehaving in such a
way
where the lesser fellow might be happier to reduce his skill from 2w to
20.
He'll still lose (unless he spends lots and lots of heropoints) but
lowering
his skill might result in him getting more minor failures instead of
major
failures. :)
Example: Poor skill vs very high skill
Victory tie / DefeatSkill Resist comp/major minor/marg narr decides minor/marg Complete/Major
20 10w3 0.00% 0.00% 5.00% 90.00% 5.00% 2w 10w3 0.00% 0.50% 4.75% 9.00% 85.75%
understanding the odds:
10w3 skill vs 2w: crit on 1..19, success on 20 (2 bumps)
10w3 skill vs 20: crit on 1..20, (3 bumps) (Nearly the
same)
20 skill: crit on 1, success 1..19, fail 20
2w skill: crit on 1, success 2, fail 1..19, critfail 20
((The reason the entries are combined together is because I was
orginally
calculating the chance a feat might increase your skill. This isn't
important
for the current discussion.))
Now I have to admit, the 2w skill has a 0.5% chance of winning one
round of an
AP contest, but.... as you can see, in general your 2w fellow will be
defeated
far faster then the 20 fellow when fighting against a 10w3 opponent.
So I'd suggest keeping skills in the same range plus minus one/two masteries.
For really powerful opponents, I'd suggest having a very high skill
that only
applies to starting APs (5w5 Large Size), or give them a big edges (^10
Big
honking tree used as club) to successfull bids.
I also might have also misread the rules somewhere too. :)
--- Introduction: I'm one of Jeff's victims^H^H^H^H^H^H^H^H^H Blind Taste Testers, so I get my rules from the www.issarries.com in the public section.
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