I may be missing something, but V20 combat feels almost entirely dependent on whether you get the first hit in, because there is no real way to effectively avoid being hit.
Without environmental factors, each d10 rolled has a 60% chance of hitting. This means that an attacker with a dice pool of 5 (around average for a trained fighter) will on average have 2 threshold successes vs an opponent. Give them a weapon, and in melee that quickly becomes around 3 successes on a hit, without accounting for things like Potence.
Combat characters are generally statted higher than this, to the point where a neonate was cut in two after 2 hits from average combat characters in a recent game, all before striking himself. However, had he forfeited an action to dodge, it's simply delaying the inevitable.
Is it just me, or is this a little too deadly? A world renowned martial artist is as easy to hit as the average Joe in the street, unless they forgo ever attacking.
Had anytime come up with ways to rectify this? My initial thought is having passive defenve values to overcome before the hit lands, a la Exalted. Eg, a Dex 3, Athletics 3 character has a Defence of 3 ( 3 + 3 / 2), and any successful attack has to get 3 successes or higher in order to land.
Does this solve the problem I'm seeing? Is there another solution? Or am I doing something very wrong in how I'm running combats?
Without environmental factors, each d10 rolled has a 60% chance of hitting. This means that an attacker with a dice pool of 5 (around average for a trained fighter) will on average have 2 threshold successes vs an opponent. Give them a weapon, and in melee that quickly becomes around 3 successes on a hit, without accounting for things like Potence.
Combat characters are generally statted higher than this, to the point where a neonate was cut in two after 2 hits from average combat characters in a recent game, all before striking himself. However, had he forfeited an action to dodge, it's simply delaying the inevitable.
Is it just me, or is this a little too deadly? A world renowned martial artist is as easy to hit as the average Joe in the street, unless they forgo ever attacking.
Had anytime come up with ways to rectify this? My initial thought is having passive defenve values to overcome before the hit lands, a la Exalted. Eg, a Dex 3, Athletics 3 character has a Defence of 3 ( 3 + 3 / 2), and any successful attack has to get 3 successes or higher in order to land.
Does this solve the problem I'm seeing? Is there another solution? Or am I doing something very wrong in how I'm running combats?
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