Burnsider 4542 Popular Post Share Posted August 29, 2023 An optional system for rolled dice combat Version 1.1 - August 30, 2023 There has long been a request for a combat system that used rolled dice to streamline CRP along with modifiers in order to make your rolls feel more adapted to your character. Staff has been reticent about developing a system that they would enforce despite LOTC’s mission statement stating that our combat system should “pursue a D&D-style system guided via plugins.” Well, I am not a developer or a coder, but I have been playing various table-top roleplaying games for over a quarter-century. So, I thought, why not develop one of my own that is simple enough to be used without the need for a plugin? This is Brave, an optional combat system for rolled dice combat. It is not staff endorsed and is not going to be enforced by any member of staff. That doesn’t stop you from using it, however. Brave is designed to be layered on top of a typical CRP conflict, not replace it, allowing dice rolls to help determine the pace and outcome of the story that players are already making in their emotes. Below are the rules. I hope to revise them as needed, as people test them in play. The goal for Brave, however, is meant to be very simple. Brave should always (1) supplement, not replace roleplay, (2) be easy to understand, (3) be easy to use in game, and (4) be adaptable to player needs. Rules To keep things simple, there are only four rules in Brave. When I refer to dice rolls, I use the XdY notation, where X is equal to the number of dice and Y is equal to the number of sides on the die. For example, 4d6 means that you roll four 6-sided dice. 1. Story is King. This is the primary rule of Brave. This system should never replace the excellent use of player-generated emotes that are currently the standard in LOTC’s CRP default systems. If you are reducing your emotes to a game of D&D where you simply say, “I try to hit the goblin,” and the DM replies, “you miss,” then you are using Brave wrong. For that reason, all the rules below are designed to be optional, even while using Brave. Is your characters trying to kick his opponent to trip him instead of doing damage? Work out with the other players how that should work. Additionally, you will still need to follow any and all redlines for the weaponry or magic being used in the fight. Brave does not change any of LOTC’s lore rules. However, outside that, any of the rules below can be changed by the mutual agreement of both parties in the current action. Let Brave work for you, don’t be shoe-horned by it. And above all, make a great story while using it. That’s why we play, after all. 2. Each character has 25 health. Taking damage will slowly wear your character down over time. One can only last so long before succumbing to the effects of the attacks against him. Each character starts every combat with 25 health. Every point of damage taken by that character reduces the character’s health total. Remember that this is not D&D where characters are not affected by loss of hit points. Your character’s health is a measure of how many blows your character has taken in the combat. Roleplay that out. A character with one health remaining should not be making the same types of emotes as one with ten health. Remember rule #1: story is king. Once your character reaches 0 health, your character is defeated and they cannot continue the fight. It is important to stress that your character does not necessarily die when they reach 0 health. Rather, it is a guide to how story should progress once CRP is over and normal RP resumes. Could your character die? Certainly, but they could be captured, or perhaps they are dealt a serious wound and the other party gets away. Maybe your character is lying there, sword to their throat, and their opponent gives a witty quirk and leaves you to contemplate your defeat. Let the story dictate the best result. 3. To attack, make an opposed 2d10 roll (plus modifiers). If your character is attacking someone, you make an attack roll using 2d10 and adding in any modifiers to your attack (“/roll 2d10+X”). Your character’s opponent defends himself by also making a 2d10 roll, adding his modifiers. If the attack roll meets or exceeds the defense roll, then the attack hits. We use 2d10 in Brave because it makes extremely low or high rolls more rare than the standard 1d20 roll. This allows the low modifiers that we use in Brave to have more effect. 4. To damage, make a 1d12 roll (plus modifiers). Once your character has hit an opponent, you may make a damage roll using 1d12 and adding in any modifiers to your damage (“/roll 1d12+X”). Your opponent will subtract any of his own modifiers from the result of your roll to determine the final damage to the attack. This final number will be applied to the character’s health. One universal modifier used in Brave that wearing armor on the part of the body struck will reduce damage by one. If your character is using an attack that required multiple emotes to use (i.e. an attack from a bow, spell, or alchemical concoction), the damage roll can by made using 2d12 plus modifiers, instead of 1d12. Modifiers may never reduce damage to below zero. Statistics The rules above frequently mention adding modifiers to your rolls. While story is king, and we encourage players to work together to add other modifiers to their combat, there are five main statistics that will modify rolls in Brave. They are listed below. Strength represents the strength your character has to rain down powerful blows against his opponent. This statistic modifies the amount of damage you do with melee attacks. Fortitude represents the endurance your character has to withstand the blows dealt to him by his opponent. This statistic modifies the amount of damage that your character takes when he is hit. Training represents the skill and training that your character has to accurately land blows on his opponent. This statistic modifies your attack roll. Expertise represents the skill and expertise that your character has to defend against or dodge incoming blows. This statistic modifies your defense roll. Psyche represents the innate power within your character to call upon the forces of magic. This statistic modifies the amount of damage you do with magical attacks. Races Each race has innate differences between each other, giving them innate bonuses to statistic. Humans [+1 each to Training and Expertise] have the shortest lives of all the descendant races and yet often culturally spend the most amount of time fighting each other than any other race. As such, they have an innate bonus to Training and Expertise to recognize this culture of combat and heraldry that has been embraced by the humans. Elves [+1 each to Training and Psyche] are the longest lived of all the descendant races, and will spend years honing their skills with blade, bow, and magic. To many of them, combat and magic are as much art forms as painting or singing. As such, they have an innate bonus to Training and Psyche to recognize this dedication to the art of combat. Dwarves [+1 each to Fortitude and Expertise] have spent their lives in the deep, building immense fortresses of stone to protect their people and assets from invaders. Their bodies, too, are stalwart and strong. As such, they have an innate bonus to Fortitude and Expertise to recognize their mastery of defensive warfare. Orcs [+1 each to Strength and Fortitude] are the strongest and most naturally powerful of all the descendant races. Their ability to deal damage and withstand the same is without peer. As such, they have an innate bonus to Strength and Fortitude to recognize the brute force that they bring to the battlefield. Halflings [+1 each to Expertise and Psyche] are the gentlest of the races, caring more for the love of good food and drink than warfare. However, push a halfling to act and you will find them to be able to wiggle out of many situations, both physical and mental. As such, they have an innate bonus to Expertise and Psyche to recognize their willpower and small nature. Other CAs represent the gamut of all other playable races in Lord of the Craft. As the amount and variety of CAs in LOTC varies at regular intervals, they may choose which of the racial modifiers above best suites them. Archetypes Each character has a unique set of skills and attributes that make them unique. As such, they get bonuses to two more Statistics. In Brave, each character embodies one of the fifteen archetypes below and will receive the bonuses from that archetype. If you use Brave, I recommend placing your Archetype on your persona's card so that it will be easy to remember. 1. The Brute [+2 to Strength] 2. The Warrior [+1 each to Strength and Fortitude] 3. The Fighter [+1 each to Strength and Training] 4. The Pugilist [+1 each to Strength and Expertise] 5. The Confident [+1 each to Strength and Psyche] 6. The Rock [+2 to Fortitude] 7. The Brawler [+1 each to Fortitude and Training] 8. The Guardian [+1 each to Fortitude and Expertise] 9. The Resolute [+1 each to Fortitude and Psyche] 10. The Knight [+2 to Training] 11. The Duelist [+1 each to Training and Expertise] 12. The Trained [+1 each to Training and Psyche] 13. The Sentinel [+2 to Expertise] 14. The Sage [+1 each to Expertise and Psyche] 15. The Scholar [+2 to Psyche] Combat Example Godric the human and Morg the orc are in a fighting tournament and their players decide to use Brave to determine the results of their fight. In this example, Godric is a human who has taken the Guardian archetype. We combine the modifiers for both his race and his archetype. Humans have a +1 to Training and Expertise. Guardians have a +1 to Fortitude and Expertise. In total, that means that Godric has a +1 to Fortitude, a +1 to Training, and a +2 to Expertise. Morg is an orc who has taken the Fighter archetype. Like Godric, we combine the modifiers for both his race and his archetype. Orcs have a +1 to Strength and Fortitude. Fighters have a +1 to Strength and Training. In total, that means that Morg has a +2 to Strength, a +1 to Fortitude, and a +1 to Training. In the RP, Morg has taken a moment to rile up the crowd with some taunts and gestures, giving Godric the chance to go first. Godric advances on Morg and swings his sword in a horizontal gesture towards Morg’s exposed arm. Morg swings his mace downwards in an attempt to smack Godric’s sword into the dirt. With the RP now requiring an attack roll, Godric makes his roll. He has a +1 to Training, so his roll is 2d10+1. His player types “/roll 2d10+1” into the chat bar and the result is a 11. Morg does not have a bonus to his Expertise, so his defense roll is just 2d10. His player types “/roll 2d10” into the chat bar and the result is a 7. This means that Godric has succeeded in hitting Morg. Godric now must make a damage roll. He does not have a bonus to his Strength, so his roll is just 1d12. His player types “/roll 1d12” in the chat bar and the result is a 8. Morg is not wearing armor on his arm, but he does have a +1 to his Fortitude, reducing the damage by 1. Morg takes 7 points of damage, reducing his health from 25 to 18. In the RP, Morg’s parry comes too late as he is still hamming it up with the crowd and he barely misses Godric’s sword as it slices deep into his arm muscle, blood bubbling from the wound. Morg growls and spins around, gathering momentum to smack Godric square in the solar plexus with his mace. Godric smiles and raises his shield, angling it to deflect the blow upwards. Morg’s player now makes an attack roll. Morg has a +1 to Training, making his roll 2d10+1. His player rolls and gets a 14. Godric has a +2 to Expertise, so his defense roll is 2d10+2. He rolls and gets a 17 as a result. The attack misses. In the RP, Morg’s mace collides with Godric’s shield and, though a wooden cracking sound is heard, the mace is directed upwards over Godric’s head. This leaves Godric a great opening to thrust his sword into the Morg’s belly. He stabs with his sword as Morg attempts to back up in time to avoid the strike. Godric makes another attack roll with 2d10+1 as he did before. He gets a 12. Morg makes a defense roll with 2d10 as he did before and he rolls an 8. Godric’s blade strikes true again. Godric makes his damage roll of 1d12 and rolls a 2. This time, however, Morg’s belly is protected by a leather kidney belt and he can reduce the damage by 1 from his Fortitude and an additional 1 due to the armor. This reduces the damage to 0. In the RP, Morg pulls back, but not far enough as Godric’s blade connects with his kidney belt. But Godric doesn’t have enough momentum to push through the belt and the orc chuckles. His mace is now above Godric’s head and Godric is unbalanced after his failed thrust. The battle continues. This is an example of how quick resolutions can be made with Brave, how modifiers work, and how the RP and emotes are still the most important part of Brave. FAQs Spoiler Q. Do younger and older characters have more or less bonuses? A. In order to keep Brave simple, age modifiers were not added. However, story is king and you may make any changes to modifiers based on age that you wish. For example, I may not assign an archetype to my character until they are 18 years of age. Q. Can a character change archetypes? A. It would make sense that a dramatic change in your character’s story may necessitate a change in archetype. This should not be done on a whim or often. Most characters never change their archetype. However, story is king and if an archetype change makes the most sense for your character, you may do so. Q. Does health have to represent damage to your character? A. No. Let the story guide you on how you want to portray health. Perhaps a mentor is training his apprentice in combat. Health can represent the ability for either to fight on as they try to best one another. Damage, in this case, would represent the shame of allowing yourself to be hit and exhaustion setting in. When the combat ends, the defeated is exhausted and cannot continue, but no one has actually been hurt. 64 Link to post Share on other sites More sharing options...
NotEvilAtAll 9945 Share Posted August 29, 2023 I bet a math nerd could figure out if it's better to optimize for Skill attack/def or Strength attack/def 3 Link to post Share on other sites More sharing options...
Jameson_h 334 Share Posted August 29, 2023 I love it, I'm sure there are changes that can be made but its fun and it seems like it works, I will be encouraging people to do this by with me 5 minutes ago, NotEvilAtAll said: I bet a math nerd could figure out if it's better to optimize for Skill attack/def or Strength attack/def I love that the first comment was about the Meta 5 Link to post Share on other sites More sharing options...
WestCarolina 1778 Share Posted August 29, 2023 Nice work @Burnsider🎲 4 Link to post Share on other sites More sharing options...
NotEvilAtAll 9945 Share Posted August 29, 2023 1 hour ago, Jameson_h said: I love that the first comment was about the Meta writing a java plugin to solve which race + archetype combo is best 4 Link to post Share on other sites More sharing options...
Child Neglecter 2138 Share Posted August 29, 2023 It'd be cool to see this, but with more archetypes spanning the more combat-centric dark, voidal and deific CAs. 4 Link to post Share on other sites More sharing options...
Morigung-oog 2361 Share Posted August 29, 2023 Quite easy Void mages get a -1 to strength defense but a +1 to spirit Voidal Scions get a +1 to strength offense in exchange for a -1 to spirit Gold and salt does +2 damage to CAs, MAs and FAs affected by gold and salt. Hitting an Azdrazi with a cold weapon or projectile grants them a -1 bonus to skill defense and skill offense for two turns OR does +2 damage to them. 8 minutes ago, Mordhaund said: It'd be cool to see this, but with more archetypes spanning the more combat-centric dark, voidal and deific CAs. 5 Link to post Share on other sites More sharing options...
Burnsider 4542 Author Share Posted August 29, 2023 12 minutes ago, Mordhaund said: It'd be cool to see this, but with more archetypes spanning the more combat-centric dark, voidal and deific CAs. I specifically wanted to keep this simple. The more complicated the system, the less it is usable without a plugin. I think @Moribundity's ideas would make sense. I would absolutely agree to that in combats where I'm facing against you guys. This is why I wrote in the rules that the rules can be changed/added to at the mutual agreement of the people in combat. 6 Link to post Share on other sites More sharing options...
MailC3p 1159 Share Posted August 29, 2023 I am going to use this whenever I can, already put it onto my bookmark tab 3 Link to post Share on other sites More sharing options...
NotEvilAtAll 9945 Share Posted August 29, 2023 1 hour ago, NotEvilAtAll said: writing a java plugin to solve which race + archetype combo is best java program update: i've gotten it to work (assuming ties hit and spirit used over Strength (offensive) if it's higher), i'm currently working out to get the win rates for every race/archetype combination when they go second instead of attacking first. edit: okay it's pretty easy to get the win rates for going second. I have that all figured out now. There is about a 55% vs 45% win rate between attacking first vs attacking second so (as I predicted) it's best to get the jump on your enemy. Also I was wondering why Rocks were so OP and always had 60%+ win rates until I realized that I allowed damage to my Fighter class to be NEGATIVE, thus healing the combatant if they have a very high Str(def) and their opponent rolled low. Orcish rock healing powers OP!!!!!! 4 Link to post Share on other sites More sharing options...
Fishy 1578 Share Posted August 29, 2023 SUGGESTED RENAME: Strength (Offense) to Strength abrv. STR Strength (Defense) to Endurance abrv. END Skill (Offense) to Dexterity abrv. DEX Skill (Defense) to Agility abrv. AGI Renaming these stats provides better clarity and brevity when communicating, each starting with its own letter making for easier abbreviation. 9 Link to post Share on other sites More sharing options...
NotEvilAtAll 9945 Share Posted August 29, 2023 34 minutes ago, NotEvilAtAll said: java program update: i've gotten it to work (assuming ties hit and spirit used over Strength (offensive) if it's higher), i'm currently working out to get the win rates for every race/archetype combination when they go second instead of attacking first. edit: okay it's pretty easy to get the win rates for going second. I have that all figured out now. There is about a 55% vs 45% win rate between attacking first vs attacking second so (as I predicted) it's best to get the jump on your enemy. Also I was wondering why Rocks were so OP and always had 60%+ win rates until I realized that I allowed damage to my Fighter class to be NEGATIVE, thus healing the combatant if they have a very high Str(def) and their opponent rolled low. Orcish rock healing powers OP!!!!!! Here is my data, each class/archetype combo fights every other class/archetype combo (including itself!) 1000 times and it's win rate is tallied up and averaged. All class/archetype combos, attacking first: Spoiler TOTAL WIN RATE WHEN ATTACKING FIRST (average of all race/archetype combos): 0.5555825777777778 Human Brute win rate of 0.5839066666666666 Human Warrior win rate of 0.5725466666666668 Human Fighter win rate of 0.5211866666666668 Human Pugilist win rate of 0.5256399999999999 Human Confident win rate of 0.45594666666666667 Human Rock win rate of 0.5628133333333333 Human Brawler win rate of 0.4901999999999998 Human Guardian win rate of 0.49594666666666676 Human Resolute win rate of 0.5713466666666667 Human Knight win rate of 0.4253333333333333 Human Duelist win rate of 0.44188 Human Trained win rate of 0.5204399999999998 Human Sentinel win rate of 0.4597733333333333 Human Sage; win rate of 0.5245066666666667 Human Scholar win rate of 0.5839600000000001 Elf Brute win rate of 0.5202533333333332 Elf Warrior win rate of 0.5095200000000003 Elf Fighter win rate of 0.4581333333333335 Elf Pugilist win rate of 0.4572 Elf Confident win rate of 0.5250266666666664 Elf Rock win rate of 0.6474133333333333 Elf Brawler win rate of 0.5789733333333332 Elf Guardian win rate of 0.5729466666666665 Elf Resolute win rate of 0.6387066666666668 Elf Knight win rate of 0.5164399999999997 Elf Duelist win rate of 0.526173333333333 Elf Trained win rate of 0.5959466666666666 Elf Sentinel win rate of 0.5248800000000001 Elf Sage; win rate of 0.5811600000000001 Elf Scholar win rate of 0.6179333333333336 Dwarf Brute win rate of 0.6186666666666667 Dwarf Warrior win rate of 0.6294533333333334 Dwarf Fighter win rate of 0.5707066666666668 Dwarf Pugilist win rate of 0.5662000000000004 Dwarf Confident win rate of 0.49672 Dwarf Rock win rate of 0.639946666666667 Dwarf Brawler win rate of 0.5644666666666667 Dwarf Guardian win rate of 0.5578533333333336 Dwarf Resolute win rate of 0.6306533333333332 Dwarf Knight win rate of 0.4905866666666665 Dwarf Duelist win rate of 0.49639999999999995 Dwarf Trained win rate of 0.5709600000000001 Dwarf Sentinel win rate of 0.5018799999999999 Dwarf Sage; win rate of 0.5639199999999999 Dwarf Scholar win rate of 0.6162266666666667 Orc Brute win rate of 0.6490800000000002 Orc Warrior win rate of 0.6898799999999998 Orc Fighter win rate of 0.6385866666666664 Orc Pugilist win rate of 0.61368 Orc Confident win rate of 0.5623466666666666 Orc Rock win rate of 0.7162533333333334 Orc Brawler win rate of 0.6524133333333333 Orc Guardian win rate of 0.6279066666666665 Orc Resolute win rate of 0.5685600000000002 Orc Knight win rate of 0.5805066666666666 Orc Duelist win rate of 0.5765600000000002 Orc Trained win rate of 0.508 Orc Sentinel win rate of 0.5683200000000002 Orc Sage; win rate of 0.4956800000000001 Orc Scholar win rate of 0.5597066666666668 Halfling Brute win rate of 0.5059733333333333 Halfling Warrior win rate of 0.4948000000000001 Halfling Fighter win rate of 0.4579866666666667 Halfling Pugilist win rate of 0.4528399999999999 Halfling Confident win rate of 0.5062933333333336 Halfling Rock win rate of 0.6310133333333332 Halfling Brawler win rate of 0.5697333333333334 Halfling Guardian win rate of 0.5686800000000002 Halfling Resolute win rate of 0.6172666666666669 Halfling Knight win rate of 0.5251466666666665 Halfling Duelist win rate of 0.5255466666666664 Halfling Trained win rate of 0.5829333333333337 Halfling Sentinel win rate of 0.5333200000000001 Halfling Sage; win rate of 0.5695066666666667 Halfling Scholar win rate of 0.5994 All class/archetype combos, attacking second (aka their enemy attacks first): Spoiler TOTAL WIN RATE WHEN ATTACKING SECOND (average of all race/archetype combos): 0.4444188444444444 Human Brute win rate of 0.4502266666666666 Human Warrior win rate of 0.46310666666666656 Human Fighter win rate of 0.39530666666666664 Human Pugilist win rate of 0.4179733333333333 Human Confident win rate of 0.33884000000000003 Human Rock win rate of 0.4745866666666665 Human Brawler win rate of 0.3830799999999999 Human Guardian win rate of 0.4072533333333334 Human Resolute win rate of 0.46069333333333334 Human Knight win rate of 0.30982666666666653 Human Duelist win rate of 0.34385333333333334 Human Trained win rate of 0.3929333333333334 Human Sentinel win rate of 0.37477333333333324 Human Sage; win rate of 0.4157466666666668 Human Scholar win rate of 0.44695999999999997 Elf Brute win rate of 0.37698666666666686 Elf Warrior win rate of 0.39143999999999973 Elf Fighter win rate of 0.32594666666666666 Elf Pugilist win rate of 0.33658666666666665 Elf Confident win rate of 0.3799066666666668 Elf Rock win rate of 0.5455866666666667 Elf Brawler win rate of 0.45408 Elf Guardian win rate of 0.46120000000000005 Elf Resolute win rate of 0.5101199999999999 Elf Knight win rate of 0.3678666666666667 Elf Duelist win rate of 0.3927466666666666 Elf Trained win rate of 0.4351333333333333 Elf Sentinel win rate of 0.4147599999999999 Elf Sage; win rate of 0.4493866666666666 Elf Scholar win rate of 0.46140000000000003 Dwarf Brute win rate of 0.5091066666666668 Dwarf Warrior win rate of 0.5437333333333332 Dwarf Fighter win rate of 0.46212 Dwarf Pugilist win rate of 0.4698399999999999 Dwarf Confident win rate of 0.39905333333333337 Dwarf Rock win rate of 0.5677066666666667 Dwarf Brawler win rate of 0.4757466666666667 Dwarf Guardian win rate of 0.4821466666666666 Dwarf Resolute win rate of 0.5418266666666668 Dwarf Knight win rate of 0.38438666666666654 Dwarf Duelist win rate of 0.4073466666666667 Dwarf Trained win rate of 0.46161333333333326 Dwarf Sentinel win rate of 0.4269466666666667 Dwarf Sage; win rate of 0.473506666666667 Dwarf Scholar win rate of 0.5067333333333336 Orc Brute win rate of 0.5235866666666666 Orc Warrior win rate of 0.5906000000000001 Orc Fighter win rate of 0.50884 Orc Pugilist win rate of 0.5077600000000001 Orc Confident win rate of 0.44368 Orc Rock win rate of 0.6370399999999999 Orc Brawler win rate of 0.5471866666666667 Orc Guardian win rate of 0.5426533333333332 Orc Resolute win rate of 0.4703999999999998 Orc Knight win rate of 0.4522266666666665 Orc Duelist win rate of 0.46190666666666674 Orc Trained win rate of 0.39318666666666674 Orc Sentinel win rate of 0.47166666666666685 Orc Sage; win rate of 0.39564000000000016 Orc Scholar win rate of 0.44131999999999993 Halfling Brute win rate of 0.3854133333333334 Halfling Warrior win rate of 0.39174666666666663 Halfling Fighter win rate of 0.33913333333333334 Halfling Pugilist win rate of 0.3575333333333334 Halfling Confident win rate of 0.38172000000000017 Halfling Rock win rate of 0.5426533333333334 Halfling Brawler win rate of 0.46158666666666676 Halfling Guardian win rate of 0.47703999999999996 Halfling Resolute win rate of 0.50536 Halfling Knight win rate of 0.3948933333333334 Halfling Duelist win rate of 0.41484000000000004 Halfling Trained win rate of 0.4469999999999999 Halfling Sentinel win rate of 0.43776 Halfling Sage; win rate of 0.45905333333333337 Halfling Scholar win rate of 0.45786666666666664 Extra fun scenario: Everyone has 100 hp, in this case it's an attacking first scenario once again. This one is dominated by Dwarves and Orcs. Spoiler TOTAL WIN RATE WHEN 100 HP ATTACKING FIRST (average of all race/archetype combos): 0.5137994666666665 Human Brute win rate of 0.5657866666666665 Human Warrior win rate of 0.5616933333333333 Human Fighter win rate of 0.38642666666666675 Human Pugilist win rate of 0.41786666666666666 Human Confident win rate of 0.22905333333333336 Human Rock win rate of 0.5631066666666668 Human Brawler win rate of 0.34024 Human Guardian win rate of 0.3717733333333334 Human Resolute win rate of 0.56696 Human Knight win rate of 0.1769333333333333 Human Duelist win rate of 0.2175600000000001 Human Trained win rate of 0.38670666666666653 Human Sentinel win rate of 0.26768000000000003 Human Sage; win rate of 0.41688 Human Scholar win rate of 0.5635866666666666 Elf Brute win rate of 0.37906666666666655 Elf Warrior win rate of 0.3839333333333334 Elf Fighter win rate of 0.22434666666666664 Elf Pugilist win rate of 0.23342666666666664 Elf Confident win rate of 0.3837466666666667 Elf Rock win rate of 0.7670799999999997 Elf Brawler win rate of 0.5657199999999999 Elf Guardian win rate of 0.5636666666666668 Elf Resolute win rate of 0.7315599999999999 Elf Knight win rate of 0.3580266666666667 Elf Duelist win rate of 0.38519999999999993 Elf Trained win rate of 0.5640799999999999 Elf Sentinel win rate of 0.4152800000000001 Elf Sage; win rate of 0.5629333333333333 Elf Scholar win rate of 0.6794666666666666 Dwarf Brute win rate of 0.7051466666666666 Dwarf Warrior win rate of 0.7421200000000003 Dwarf Fighter win rate of 0.5669866666666666 Dwarf Pugilist win rate of 0.56568 Dwarf Confident win rate of 0.3638533333333335 Dwarf Rock win rate of 0.7709466666666668 Dwarf Brawler win rate of 0.5614266666666665 Dwarf Guardian win rate of 0.56616 Dwarf Resolute win rate of 0.7472666666666663 Dwarf Knight win rate of 0.3406666666666668 Dwarf Duelist win rate of 0.36899999999999994 Dwarf Trained win rate of 0.5623733333333333 Dwarf Sentinel win rate of 0.40134666666666685 Dwarf Sage; win rate of 0.5665466666666668 Dwarf Scholar win rate of 0.7060799999999999 Orc Brute win rate of 0.7973866666666666 Orc Warrior win rate of 0.8628666666666666 Orc Fighter win rate of 0.7305200000000002 Orc Pugilist win rate of 0.7057466666666667 Orc Confident win rate of 0.5313733333333335 Orc Rock win rate of 0.9020799999999999 Orc Brawler win rate of 0.7634933333333332 Orc Guardian win rate of 0.7447333333333332 Orc Resolute win rate of 0.5783066666666666 Orc Knight win rate of 0.5664399999999999 Orc Duelist win rate of 0.5626533333333333 Orc Trained win rate of 0.38658666666666675 Orc Sentinel win rate of 0.5647200000000002 Orc Sage; win rate of 0.36562666666666654 Orc Scholar win rate of 0.5347466666666666 Halfling Brute win rate of 0.36346666666666666 Halfling Warrior win rate of 0.36405333333333345 Halfling Fighter win rate of 0.22817333333333328 Halfling Pugilist win rate of 0.23773333333333335 Halfling Confident win rate of 0.3621866666666667 Halfling Rock win rate of 0.7448133333333332 Halfling Brawler win rate of 0.5644399999999999 Halfling Guardian win rate of 0.5681333333333333 Halfling Resolute win rate of 0.7050933333333336 Halfling Knight win rate of 0.3869199999999999 Halfling Duelist win rate of 0.4192133333333334 Halfling Trained win rate of 0.5641866666666666 Halfling Sentinel win rate of 0.4492933333333334 Halfling Sage; win rate of 0.5637066666666667 Halfling Scholar win rate of 0.6508800000000001 Same scenario but attacking second: Spoiler TOTAL WIN RATE WHEN 100 HP ATTACKING SECOND (average of all race/archetype combos): 0.48605759999999976 Human Brute win rate of 0.5265733333333333 Human Warrior win rate of 0.53452 Human Fighter win rate of 0.35402666666666666 Human Pugilist win rate of 0.38345333333333326 Human Confident win rate of 0.20469333333333325 Human Rock win rate of 0.5404666666666668 Human Brawler win rate of 0.31444000000000005 Human Guardian win rate of 0.35104 Human Resolute win rate of 0.5354666666666666 Human Knight win rate of 0.15506666666666666 Human Duelist win rate of 0.1978666666666667 Human Trained win rate of 0.35093333333333315 Human Sentinel win rate of 0.24457333333333342 Human Sage; win rate of 0.38570666666666664 Human Scholar win rate of 0.5261199999999999 Elf Brute win rate of 0.3432266666666665 Elf Warrior win rate of 0.3554533333333333 Elf Fighter win rate of 0.19586666666666666 Elf Pugilist win rate of 0.2059466666666667 Elf Confident win rate of 0.34184000000000003 Elf Rock win rate of 0.7445866666666667 Elf Brawler win rate of 0.5310533333333334 Elf Guardian win rate of 0.5347733333333333 Elf Resolute win rate of 0.6990000000000003 Elf Knight win rate of 0.3224666666666667 Elf Duelist win rate of 0.3526933333333334 Elf Trained win rate of 0.5218266666666664 Elf Sentinel win rate of 0.3855333333333333 Elf Sage; win rate of 0.5267733333333335 Elf Scholar win rate of 0.6391599999999998 Dwarf Brute win rate of 0.6788666666666667 Dwarf Warrior win rate of 0.7272799999999999 Dwarf Fighter win rate of 0.5356133333333333 Dwarf Pugilist win rate of 0.5419733333333333 Dwarf Confident win rate of 0.3391333333333333 Dwarf Rock win rate of 0.757946666666667 Dwarf Brawler win rate of 0.54176 Dwarf Guardian win rate of 0.5462933333333333 Dwarf Resolute win rate of 0.7234533333333334 Dwarf Knight win rate of 0.3161599999999999 Dwarf Duelist win rate of 0.3461466666666666 Dwarf Trained win rate of 0.5340666666666668 Dwarf Sentinel win rate of 0.37938666666666665 Dwarf Sage; win rate of 0.5406933333333331 Dwarf Scholar win rate of 0.6799333333333333 Orc Brute win rate of 0.7734799999999996 Orc Warrior win rate of 0.8490933333333334 Orc Fighter win rate of 0.7003600000000002 Orc Pugilist win rate of 0.6789333333333333 Orc Confident win rate of 0.5030133333333332 Orc Rock win rate of 0.8936933333333331 Orc Brawler win rate of 0.7439600000000002 Orc Guardian win rate of 0.7261066666666666 Orc Resolute win rate of 0.5545066666666668 Orc Knight win rate of 0.5262000000000001 Orc Duelist win rate of 0.5327866666666665 Orc Trained win rate of 0.3563066666666667 Orc Sentinel win rate of 0.5436533333333334 Orc Sage; win rate of 0.33654666666666677 Orc Scholar win rate of 0.5038933333333333 Halfling Brute win rate of 0.33169333333333334 Halfling Warrior win rate of 0.33787999999999996 Halfling Fighter win rate of 0.20764000000000002 Halfling Pugilist win rate of 0.21556000000000003 Halfling Confident win rate of 0.3327866666666665 Halfling Rock win rate of 0.7276133333333331 Halfling Brawler win rate of 0.5340933333333332 Halfling Guardian win rate of 0.54128 Halfling Resolute win rate of 0.6803866666666665 Halfling Knight win rate of 0.35236000000000006 Halfling Duelist win rate of 0.38644000000000006 Halfling Trained win rate of 0.5235733333333336 Halfling Sentinel win rate of 0.41899999999999993 Halfling Sage; win rate of 0.5326133333333335 Halfling Scholar win rate of 0.6150133333333334 Conclusion: You should play an Orc Rock or smth idk.@Jameson_hI have figured out it's Str off/def that matters most. 8 Link to post Share on other sites More sharing options...
Burnsider 4542 Author Share Posted August 29, 2023 5 minutes ago, NotEvilAtAll said: Conclusion: You should play an Orc NGL, kinda feel it makes sense that orcs are just slightly better in 1v1. Not overpowered better. Just slightly better. That said, what would you recommend to fix the "going first" issue? That seems a difference with a more than a standard deviation. 4 Link to post Share on other sites More sharing options...
NotEvilAtAll 9945 Share Posted August 29, 2023 8 minutes ago, Burnsider said: NGL, kinda feel it makes sense that orcs are just slightly better in 1v1. Not overpowered better. Just slightly better. That said, what would you recommend to fix the "going first" issue? That seems a difference with a more than a standard deviation. I don't think it's an issue that attacking first makes you slightly more likely to win. It makes some amount of logical sense. In order to reduce the increased odds of winning for attacking first you could just raise HP. In 10hp it's 55 vs 45, in 100hp it's 51 vs 49. Obviously 100hp would take ages and nobody would enjoy that, but maybe people could do 20hp combat. The real change is that Skill off/def is just not very good compared to Str off/def. I'll run this again but change all of the races and archetypes with +1 skill off/def to be +2 skill off/def, or +4 skill off/def if it's +2 currently, etc. Sure, the 2d10 system is more balanced towards middling numbers, but only a +1 to a 2d10 matters way less than a +1 or -1 to a 1d6 roll. 2 Link to post Share on other sites More sharing options...
Jihnyny 2572 Share Posted August 29, 2023 MAKE LOTC COMBAT BG3 COMBAT 7 Link to post Share on other sites More sharing options...
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