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Defensive Combat
Talisman's standard combat rules assume all adventurers will throw themselves blindly into Attack, even in situations where they face a slim or no-win chance of success. With no other options (besides Spells or Special Abilities), lose of a life is (almost) certain. Another option exists by adding addendum rules and modifiers without changing the innate mechanics of the combat.
There are simplified factors to consider when the adventurer is focused on survival in Battle rather than defeating an opponent. Some factors are already built into the game's standard rules. These are:
The additonal factors that affect Defensive Combat are similar for those of normal Combat. These are:
Defensive Combat Rules
The average unarmed adventure will have a +1 in Defensive Combat due to standard "Dodging." All weapons, including those classified as Magic Objects, provide a basic +1 in Battle. A typical Shield is +2. For Defensive Combat, an unarmed adventurer would have a +1, a typically armed adventurer would have a +2, and if with a standard shield as well, +4 in Defensive Combat. (If using 2 weapons, sans a Shield, that would be a +3 instead.)
Once all modifiers are counted up, the Battle is conducted as normal. The three possibly outcomes are modified as follows for an adventurer who has declared Defensive Combat.
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Sounds interesting. I think there was something similar in one of the 2nd edition characters. Swordsman (?)
Big guy in armour, 2 handed sword and a curly moustache and beard if I remember rightly - not sure about the name.
Anyway, I think he had the option to Parry of adding a modifier to his roll but if you won the result was a stand-off.
Don't remember what the modifier was, I would guess +2 to make it worth it.
The shield angle is an interesting one and makes sense. It differentiates somewhat from the other armour object but raises an
interesting question as to the price one should pay for a shield. It is more valuable than before so maybe it's price should be increased..?
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I don't think a price variant is needed if Object limitations "in hand" (as noted) are followed to the letter. The shield then becomes a sacrifice in a way, since you can't
That's probably more than enough to mitigate the shield's new extra use. And traditionally, most warriors using a Shield didn't wear a lot of hard armor... not like in the movies we see. They might have worn hard chest armor at most (not the same as Talisman's "Armour" card, which has a misrepresentative image).
As a point of comparison, a long chain or other type of "mail" shirt (usually worn over felt padding) would be equivalent to a Shield for protection (5 or 6). Frankly, true full hard metal armour though not as heavy as might be thought was somewhat limiting in mobility. It made using a Shield to full effect somewhat limited.
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I see your point but I would suggest that there must be a benefict in the actions of using the shield in this way (or to make the function pointless)
and so the worth of the shield is increased. Wether this enough to increase the price by a whole bag of gold is probably debatable as
there is limited room for finess in pricing of objects.
You raise another interesting and correct point about the effectiveness of armour. We must remember that the images and abilities were never meant to accurately represent a realistic model but to fit into a simple childrens game.
That said, if the armour elements are being expanded from their basic form then I would suggest that if you have chosen to wear armour when
entering battle then you get a -1 modifier to your roll (if not Defensive) to reflect the restriction of movement. (As Strength is not really pure strength but physical combat ability, made up of Strength and Dexterity.)
Aside: That just may me think to map old D&D attributes - this is from waaaay back to apologies if I have them wrong..
Strength: Strength, Dexterity, Constitution?
Craft: Intelligence, Wisdom
Fate: Charisma?
Lives: Hit Points, Constitution?
If we continue that thought, what about restricted die roll for movement and even force you to miss a turn in the Swamp/Marsh (sorry, not remember the correct name) - but then we get into the issue of switching objects. Ho hum. Back into my box.
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Yeah, you've hit a lot of the problems all of us are facing in trying to find a balance. Alternative combat systems discussed so far had two objectives in mind:
Beyond these, any other considerations of character statistics pushes too far toward RPG. And the Defensive Combat rule is just a "2nd Level" addition ... after non-RPG players get successfully introduced to the basic 2d6 system. But it can be used in the standard 1D6 system as well. When used 2d6, it isn't as potent and less of a concern. I have found that non-RPG players love it because it gives them a chance to survive against an undefeatable opponent in a way that isn't dependant on mucked up character cards with ridiculous abilities. In our group, at least among the long timers, there are certain characters that get whacked by the collective early on. They've become so unbalanced... more superheroes than high fantasy adventurers. We'll make very short work of the Assassin, Prophetess, and even the Monk, if we can. I can already tell we'll bedoing the same with some other future characters.
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