« Last post by Darius on November 16, 2016, 01:42:33 PM »
Thanks for buying the game!
I understand the combat issue. It really relates to the idea of how do you represent defense in combat. Consider a similar question. Should a master swordsman be harder to his than a novice? He would be trained in how to use a sword, which will mean he will have learned how to block, parry, dodge, etc. So shouldn't it be harder to hit him? Shouldn't a more agile character be harder to hit or a faster one? There is a giant rabbit hole one could go down here that will complicate the system, raise issues of fairness, and lead to min/maxing based on bonuses. I decided to avoid that. But avoiding those issues for a lighter combat system doesn't work for everyone.
This isn't to say you do not have options:
1. If you look at pg 74 under acrobatics you will find active defense. You can use that skill for dodging attacks. So, if you are going to have a martial arts character you can have them take this skill.
2. Not my first choice, but you could grant the same ability to dodge incoming non-projectile attacks to the martial arts ability.
3. This was in the original rules, but removed before publication. The original Martial Arts skill provided a bonus to the Armor Factor. Every 10 points in Martial Arts granted 1 point of AF provided that the PC/NPC was wearing armor that had a speed penalty of 4 or less. There was some concerns raised about min/max, which made be consider lowering it to needing armor of speed penalty 1 or less. Then that led to concerns about confusion between mention 4 for using the skill but 1 for AF. Then issue of fairness was raised. Why don't those using melee weapons get a bonus? I decided to skip the entire issue by just removing the benefit entirely. But it plays well allowing the PC to have higher AF. It makes them a little stronger than is intended, but it doesn't break combat.
4. Every 10 points in Martial Arts grants a 1 point penalty to hit. So, a PC with 50 in Martial Arts would give any attacker a 5 point penalty. It is a minor benefit that might appease your players.
1. PC/NPC declares he will give up an attack that round and instead chooses to parry.
2. The attacker and the defender (the one parrying) both roll against the required attack skill.
3. If both succeed then you compare how much that succeeded. The one that succeeds by the most points (the difference between the skill rating and the dice roll) wins. If it is the attacker, then the defender suffers half damage. If it is the defender, then no damage occurs.
4. If the defender rolls a critical success and the attacker does not, then the parry is not only successful, but the defender has reversed the attack. This allows the defender to immediately roll dice to make an attack.