House of Cards: Melee Strike

Melee Strike is the basic melee attack action that everyone gets for free. Also, barring a conservative die delay penalty, it can be used every round. This makes it a good reference point for other attacks.

To remain consistent with the other posts I modeled Melee Strike using a great weapon.

Action Card

Conservative/ Reckless
1 success base damage
3 successes D +2 dam
2 boons free maneuver
2 boons# +1 critical
-2 boons foe can disengage
-2 boons* 1 fatigue

# from the Critical Rating of the weapon
* all physical actions have this as a possible result so it isn’t listed on the card

Assumptions

Comet use
The comet was given the following priority: increase 0 success to 1 > increase 2 successes to 3 > +1 critical
When using boons in order to maximize damage the +1 critical was given priority over the maneuver. Foe escape was given priority over fatigue.

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House of Cards: Mighty Swing

There are a few things to note about Mighty Swing. Like Thunderous Blow it requires being armed with a great weapon. The attack also has a penalty of 2 Black dice. In order to make the results comparable to the other attacks I used a dice pool of 5 characteristic dice, 1 Yellow, 1 Purple, and 2 Black. The same base difficulty used for Thunderous Blow and Reckless Cleave plus 2 Black for the attack penalty.

Action Card

The card has some special effects.
On the conservative side the weapon Critical Rating is reduced by 1 to 1.
On the reckless side, if the target has 3 or more points of armor then the attack ignores 2 points of armor, effectively increasing damage by 2 points.

Conservative Reckless
1 success base damage +1 1 success base damage
2 successes D +1 dam
3 successes D +3 dam 3 successes D +3 dam
4 successes D +5 dam
1 boon +1 dam
2 boons +3 dam 2 boons +3 dam
3 boons +5 dam
2 boons# +1 critical 2 boons# +1 critical
-2 boons 1 fatigue, delay this attack -2 boon 1 fatigue, 2 if target
has 3+ armor
-2 boons* 1 fatigue -2 boons* 1 fatigue
1 comet +1 dam +1 crit 1 comet +2 crit
1 chaos delay this attack

# from the Critical Rating of the weapon
* all physical actions have this as a possible result so it isn’t listed on the card

Assumptions

Comet use
On the conservative side comet priority was: increase 0 successes to 1 > increase 1 boon to 2 > increase 2 or 3 successes to 3 or 4 > comet line.
On the reckless side comet priority was: increase 0 success to 1 > increase 2 successes to 3 > increase 1, 2, or 4 boons to 2, 3, or 5 > increase 1 success to 2 > increase 0, 3, or 5 boons to 1, 4, or 6 > comet line

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House of Cards: Thunderous Blow

This is another action card, Thunderous Blow. Thunderous Blow requires a great weapon. This is the reason for the shift to using great weapon stats for all the actions as this will allow comparisons between them.

Action Card

Conservative Reckless
1 success base damage 1 success base damage
3 successes D +1 critical 2 successes D +1 critical
2 boons +1 critical 1 boon +1 critical
2 boons# +1 critical 2 boons# +1 critical
-2 boons 1 fatigue -1 boon 1 fatigue
-2 boons* 1 fatigue -2 boons* 1 fatigue
1 comet +7 dam
1 chaos delay this attack

# from the Critical Rating of the weapon
* all physical actions have this as a possible result so it isn’t listed on the card

Assumptions

Comet use
On the conservative side comet priority was: increase 0 successes to 1 > +1 critical
On the reckless side comet priority was: increase 0 successes to 1 > comet line

Results: Thunderous Blow  Continue reading

House of Cards: Reckless Cleave in Warhammer 3rd

Having already generated the dice pools to analyze Troll-Feller Strike I figured I might as well see what would happen if I applied those results to a different action card, Reckless Cleave.

Weapon Change

For reasons that will become apparent in future articles I chose to switch the base weapon for the simulation. Instead of using 5 strength and a hand weapon I used 5 strength and a great weapon giving a base damage of 12 and a Critical Rating of 2. For those unfamiliar, a Critical Rating is the cost in boons for any attack made with that weapon to generate a critical hit, as will be seen in the card description.

Action Card

Here are the available results for Reckless Cleave

Conservative Reckless
1 success base damage +2 1 success base damage +1
3 successes D +3
2 boons +Str^ dam, delay this card 1 boon +Str^ dam, delay this card
2 boons# +1 critical 2 boons# +1 critical
-1 boon -1 soak -1 boon -1 soak
-2 boons* 1 fatigue -2 boons* 1 fatigue
1 comet +2 critical
1 chaos delay defense 1 chaos delay defense

^ assumed to be 5 for this example
# from the Critical Rating of the weapon
* all physical actions have this as a possible result so it isn’t listed on the card

Assumptions Continue reading

An Odd Call

Introduction

Hollow Earth Expedition (HEX) is a game based around one of the truly classic pulp settings, a hollow Earth inhabited by dinosaurs and lost civilizations. Exile Games has a short teaser/ introduction to the game in an example of play on their website.

As such examples go, it does a very nice job of giving a little flavor of the setting and showing how combat and some combat options work. In the example a Great White Hunter character decides to go off alone to track down and kill a T Rex. He tracks the T Rex but fails to gain surprise. The hunter then makes a Called Shot trying to at least stun the animal so that he can get a second shot in before it tears him apart, but he rolls just a little too low. So the T Rex rushes him and mangles him into unconsciousness. However, in this example certain things seemed a bit off. Off enough to warrant a closer look at how good a call Called Shot is in HEX.

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Trick Question

Like many games, Savage Worlds tries to provide some choice during combat by having a number of combat maneuvers that work slightly differently than a regular attack. Some of these are relatively straight forward. For example, Double Tap increases the to-hit and damage of a gun attack at the cost of using up more ammo. However, since most games of Savage Worlds do not actually keep track of ammo, there is pretty much no reason not to use this maneuver at all times. Some maneuvers are less obviously useful, for example Trick.

Tricks represent those stunts we’ve all seen in movies where someone tries to distract their opponent by calling out “Look behind you!” or throwing sand in their eyes. Comparing the effectiveness of Tricks versus a regular attack turns out to be a very difficult problem. It depends on the characteristic used for the trick, the characteristic used for defense, the combat skill that would be used otherwise, the target’s defense against an attack, the damage of the attack, the target’s toughness, the target’s spirit, heck, under certain circumstances initiative affects the utility of a trick. Given this, there is no absolute answer to how useful Tricks are in Savage Worlds. However, this article will try to present a rough estimate. Continue reading

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