So what do you do? Aim for the eyes, hand or head.
Normal rules for Dramatic failure still apply.Įven if we use a white room for once, I think there are very easy ways to resolve the two-equally-matched-opponents-throwing-chance-dice-at-each-other-forever problem:ġ) When you are only rolling chance dice anyway, you might as well go all-out with optional penalties since it is not going to get any worse. As well with the Defensive Combat Merit, you need only have a normal success for you to gain control of an opponents weapon during a Disarm attempt, instead of the traditional exceptional success. When unarmed, use your Brawl + Defense instead of merely having only your base defense for defending against a melee weapon attack. This martial technique involves familiarity with melee weapons along with timed maneuvers and blocks to prevent an opponent’s weapon from landing their desired hit. If an unarmed character is being attacked with a melee weapon, he does not get to add his weaponry skill to his defense, but instead only uses his base defense rating.ĭODGE ROLL: Normal Rules for Dodge apply, still adding Athletics to Base defense and rolling double the total result.Įffect: You are trained in the art of unarmed avoidance against melee weapons in combat.
MELEE WEAPONRY: A character’s Base Defense score plus weaponry is rolled against a melee attack involving a weapon. MELEE BRAWL: A character’s Base Defense score plus Brawl is rolled against a brawling attack. This roll is vs the thrown melee weapon attack as per the nwod GMC rules. MELEE RANGED: A character’s Base Defense plus Athletics score. When Using Defense in a scene allow the following adjustments to apply:īase Character Defense: remains unchanged and is a character’s Defense to be equal to the lower of her Dexterity or Wits. NWOD : ALTERNATE RULES FOR DETERMINING A CHARACTERS DEFENSE RATING IN COMBAT Just applying common sense and real-world logic to most situations solves any of the "Offense is Equal to Defense" perceived flaw. They go all out and hope to end the fight that way. And a lot of people who fight rely on sheer strength and swinging, rather than defense. Just because they're combat skills doesn't mean they are justified to have athletics. How many gang bangers do you think get out and go for a mile run daily, or even once a month? They may be able to bully someone by looking menacing, or attacking in a group (A very viable tactic for PC's), but they really aren't exactly trained combatants.
The majority of combatants really aren't even trained, they simply think they're hardasses. And then if your fighting those groups, well its very likely more police are going to be called.
Unless your going up against a high end professional security team or a SWAT team, enemies really should not be armored. The majority of enemies should not have armor. I would figure in most "Mooks" average defense is now 4, (wits or dex at 2, athletics at 2 to show that they are somewhat competent/athletic). You also shouldn't assume that everyone has high athletics either. One is not exactly as favored over the other.Īrmor is the opposite of a weapon bonus, having much of the same effect, it doesn't subtract from the dice pool anymore.Īlso, defense is STILL a little more difficult to raise than attack pool as 2 attributes are necessary after a point. The thing is, attacking and defending directly are far more 'fair' now. You can always use willpower and all out attacks for an additional +5. But i haven't found a practical solution there)Īttribute+Skill vs Attribute+Skill. (I found a similar thread on the WW-forums, which are closed now. Or dropping athletics for defense entirely but having the higher of wits or dex for defense. I am really worried and asking myself, if i should play this (i like to have combat in my games) anyway.ĭid anybody have the same problems? Even more important: does anybody have a solution for this? I am thinking about halving athletics for defense (round up). But the same is true for ranged combat and skill checks, where you are not as often reduced to just a chance die. Sure, the GM might spam conditions, the players might act creatively. Don't even try to hit a trained trooper with an armored vest! Fights are whiff, whiff, whiff, whiff, whiff, whiff, whiff, whiff, whiff, whiff, whiff, BOOM - condition and deathspiral.That is too much whiff for my taste, at least for mortal characters. So to hit some random trained guy in close combat, there's just the chance die left.
While for ranged combat there's cover and range opposing the attacker's roll (as well as the usual GM-adjustments), in close combat the attacker has to beat an attribute plus athletics of the defender.
So i took the rules update and walked it through end tested it and.