Attack without Defence
As we all know under normal rules you get attacked and you roll defend dice, simple, but there are many examples in the game where certain types of attacks allow no defence, and damage is either fixed "lose 1 Body point" or is the usual variable "roll three combat dice in attack, defender loses one Body point for each skull rolled". Scenarios that include this variant include traps and “special attacks” such as spells and similar abilities.
This thread is to explore this mechanism (or variant), its advantages and disadvantages, the underlying logic and how to apply it consistently!
What does the defend dice mechanism represent “in-game”?
Potential to reduce damage taken by an attack i.e., number of skulls rolled.
It is partially made-up by armour (including shield) and partially by other undefined factors (your base 2 defend dice) which may include your ability to dodge, parry, deflect or otherwise move your body to minimise the effectiveness of the attack.
It could also be considered that at least part of the defend dice due to armour is based on your ability to move and prepare, brace, change position, raise your shield and similar
In what scenarios could your defence be compromised?
1. Restricted ability to manoeuvre – example pit reduces your defend dice by one
2. Surprise! If you don’t see an attack coming, until the last possible second, then you effectively have restricted ability to manoeuvre, due to time rather than space
3. Complete inability to move at all – sleep, paralysis – no defence possible?
4. Different attack method, obvious non-physical, but also unconventional, magic, fire, chill, death mist, genie
Note: The extent to which your defence is compromised may vary, where this is simpler, like the pit example above then a rule to modify your defend dice can be easily applied, but where it is complex, we want a simple, internally consistent abstraction rather than complications like look up tables and calculations
Another factor to consider is that whilst ignoring defence is one aspect of this topic and similar and perhaps complimentary aspect to take into account is that rolling combat dice in attack contains intrinsic variability in the possible outcomes, but fixed damage doesn’t.
For example:
A trap that causes you to lose a fixed amount of body points, say 2, AND has no defend roll allowed will ALWAYS cause 2BP loss, there is no variability and absolutely no consideration of armour, personally I find that less desirable and would suggest that for all rolls where no defend is permitted the “attack” or damage would be better if variable than fixed. (maybe an exception here for Magic Throwing dagger as only 1AD)
Capped Damage
One significant advantage from the point of view of the Quest Creator of having some scenarios that ignore defend dice, is that it increases the chances of Body points being lost but caps that Body point loss, 2 Combat dice will only ever cause the loss of 2 BP
Auto-scaling
Another significant advantage is that as heroes gain more equipment, especially armour, then the lower impact traps and spells barely cause a dent, if you increase the combat dice (or body points) then novices will get creamed. Ignoring armour provides an auto-scaling, 2 combat dice in attack that don’t allow a defend roll penalises a novice Dwarf as much as one with Plate, Helmet, Shield
Maybe it would be better if all traps, damage causing spells and similar special attacks - fire and chill - did variable damage, with no defend roll?
Game System: Trap! Treasure Card (First Edition) wrote:The stone beneath your foot begins to give way and all too late you realize it is a trap. You fall into a shallow pit. Roll two combat dice, lose a Body point for each skull rolled.
Game System: Evil Wizard Player’s Screen: Falling Block Trap (Second Edition) wrote:Any character who moves through a falling block trap square will trigger the trap. The block will fall into the square marked with the arrow, blocking the way. Any character or monster in that square must roll three combat dice. The victim must lose one Body point for each skull rolled, and then move to an adjacent unoccupied square. If the victim cannot move to an adjacent square, he is killed by the falling block.
Game System: Spell Card: Genie (Second Edition) wrote:This spell conjures up a Genie who will do one of the following: open any door on the board (the room’s contents should be put out) OR attack anyone on the board. He will attack only once with five combat dice. This spell is then discarded.
Wizards of Morcar: Spell Card: Death Bolt (Second Edition) wrote:The Sorcerer may hurl his spell at one target in sight. That figure automatically loses one Body point. Discard after use.
This thread is to explore this mechanism (or variant), its advantages and disadvantages, the underlying logic and how to apply it consistently!
What does the defend dice mechanism represent “in-game”?
Potential to reduce damage taken by an attack i.e., number of skulls rolled.
It is partially made-up by armour (including shield) and partially by other undefined factors (your base 2 defend dice) which may include your ability to dodge, parry, deflect or otherwise move your body to minimise the effectiveness of the attack.
It could also be considered that at least part of the defend dice due to armour is based on your ability to move and prepare, brace, change position, raise your shield and similar
In what scenarios could your defence be compromised?
1. Restricted ability to manoeuvre – example pit reduces your defend dice by one
2. Surprise! If you don’t see an attack coming, until the last possible second, then you effectively have restricted ability to manoeuvre, due to time rather than space
3. Complete inability to move at all – sleep, paralysis – no defence possible?
4. Different attack method, obvious non-physical, but also unconventional, magic, fire, chill, death mist, genie
Note: The extent to which your defence is compromised may vary, where this is simpler, like the pit example above then a rule to modify your defend dice can be easily applied, but where it is complex, we want a simple, internally consistent abstraction rather than complications like look up tables and calculations
Another factor to consider is that whilst ignoring defence is one aspect of this topic and similar and perhaps complimentary aspect to take into account is that rolling combat dice in attack contains intrinsic variability in the possible outcomes, but fixed damage doesn’t.
For example:
A trap that causes you to lose a fixed amount of body points, say 2, AND has no defend roll allowed will ALWAYS cause 2BP loss, there is no variability and absolutely no consideration of armour, personally I find that less desirable and would suggest that for all rolls where no defend is permitted the “attack” or damage would be better if variable than fixed. (maybe an exception here for Magic Throwing dagger as only 1AD)
Capped Damage
One significant advantage from the point of view of the Quest Creator of having some scenarios that ignore defend dice, is that it increases the chances of Body points being lost but caps that Body point loss, 2 Combat dice will only ever cause the loss of 2 BP
Auto-scaling
Another significant advantage is that as heroes gain more equipment, especially armour, then the lower impact traps and spells barely cause a dent, if you increase the combat dice (or body points) then novices will get creamed. Ignoring armour provides an auto-scaling, 2 combat dice in attack that don’t allow a defend roll penalises a novice Dwarf as much as one with Plate, Helmet, Shield
Maybe it would be better if all traps, damage causing spells and similar special attacks - fire and chill - did variable damage, with no defend roll?
from First Edition